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-rw-r--r--doc/Makefile2
-rw-r--r--doc/class.xsd8
-rw-r--r--doc/classes/@GlobalScope.xml925
-rw-r--r--doc/classes/AABB.xml23
-rw-r--r--doc/classes/AESContext.xml1
-rw-r--r--doc/classes/AStar2D.xml2
-rw-r--r--doc/classes/AStar3D.xml2
-rw-r--r--doc/classes/AStarGrid2D.xml77
-rw-r--r--doc/classes/AcceptDialog.xml11
-rw-r--r--doc/classes/AnimatedSprite2D.xml11
-rw-r--r--doc/classes/AnimatedSprite3D.xml15
-rw-r--r--doc/classes/AnimatedTexture.xml29
-rw-r--r--doc/classes/Animation.xml57
-rw-r--r--doc/classes/AnimationLibrary.xml9
-rw-r--r--doc/classes/AnimationNode.xml11
-rw-r--r--doc/classes/AnimationNodeBlendTree.xml8
-rw-r--r--doc/classes/AnimationNodeStateMachineTransition.xml3
-rw-r--r--doc/classes/AnimationPlayer.xml18
-rw-r--r--doc/classes/AnimationTree.xml71
-rw-r--r--doc/classes/Area2D.xml16
-rw-r--r--doc/classes/Area3D.xml22
-rw-r--r--doc/classes/Array.xml85
-rw-r--r--doc/classes/ArrayMesh.xml12
-rw-r--r--doc/classes/AtlasTexture.xml16
-rw-r--r--doc/classes/AudioEffectDistortion.xml12
-rw-r--r--doc/classes/AudioStreamGeneratorPlayback.xml2
-rw-r--r--doc/classes/AudioStreamPlayer2D.xml4
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml12
-rw-r--r--doc/classes/AudioStreamRandomizer.xml6
-rw-r--r--doc/classes/BackBufferCopy.xml12
-rw-r--r--doc/classes/BaseButton.xml19
-rw-r--r--doc/classes/BaseMaterial3D.xml35
-rw-r--r--doc/classes/Basis.xml21
-rw-r--r--doc/classes/BitMap.xml2
-rw-r--r--doc/classes/BoneAttachment3D.xml10
-rw-r--r--doc/classes/BoneMap.xml1
-rw-r--r--doc/classes/Button.xml9
-rw-r--r--doc/classes/CPUParticles2D.xml36
-rw-r--r--doc/classes/CPUParticles3D.xml8
-rw-r--r--doc/classes/Callable.xml43
-rw-r--r--doc/classes/CallbackTweener.xml3
-rw-r--r--doc/classes/Camera2D.xml55
-rw-r--r--doc/classes/CameraAttributes.xml10
-rw-r--r--doc/classes/CameraTexture.xml1
-rw-r--r--doc/classes/CanvasGroup.xml20
-rw-r--r--doc/classes/CanvasItem.xml74
-rw-r--r--doc/classes/CanvasLayer.xml10
-rw-r--r--doc/classes/CanvasTexture.xml12
-rw-r--r--doc/classes/CharFXTransform.xml3
-rw-r--r--doc/classes/CharacterBody2D.xml4
-rw-r--r--doc/classes/CharacterBody3D.xml2
-rw-r--r--doc/classes/CheckBox.xml5
-rw-r--r--doc/classes/CheckButton.xml37
-rw-r--r--doc/classes/ClassDB.xml2
-rw-r--r--doc/classes/CodeEdit.xml7
-rw-r--r--doc/classes/CollisionObject2D.xml4
-rw-r--r--doc/classes/CollisionObject3D.xml4
-rw-r--r--doc/classes/CollisionShape2D.xml4
-rw-r--r--doc/classes/Color.xml200
-rw-r--r--doc/classes/ColorPicker.xml65
-rw-r--r--doc/classes/ColorPickerButton.xml1
-rw-r--r--doc/classes/CompressedCubemap.xml9
-rw-r--r--doc/classes/CompressedCubemapArray.xml9
-rw-r--r--doc/classes/CompressedTexture2D.xml15
-rw-r--r--doc/classes/CompressedTexture2DArray.xml9
-rw-r--r--doc/classes/CompressedTexture3D.xml6
-rw-r--r--doc/classes/CompressedTextureLayered.xml10
-rw-r--r--doc/classes/ConfigFile.xml14
-rw-r--r--doc/classes/ConfirmationDialog.xml4
-rw-r--r--doc/classes/Container.xml4
-rw-r--r--doc/classes/Control.xml69
-rw-r--r--doc/classes/Crypto.xml2
-rw-r--r--doc/classes/CryptoKey.xml2
-rw-r--r--doc/classes/Cubemap.xml7
-rw-r--r--doc/classes/CubemapArray.xml6
-rw-r--r--doc/classes/Curve.xml2
-rw-r--r--doc/classes/Curve2D.xml24
-rw-r--r--doc/classes/Curve3D.xml22
-rw-r--r--doc/classes/CurveTexture.xml1
-rw-r--r--doc/classes/CurveXYZTexture.xml1
-rw-r--r--doc/classes/CylinderShape3D.xml1
-rw-r--r--doc/classes/Dictionary.xml164
-rw-r--r--doc/classes/DirAccess.xml (renamed from doc/classes/Directory.xml)143
-rw-r--r--doc/classes/DirectionalLight2D.xml4
-rw-r--r--doc/classes/DisplayServer.xml350
-rw-r--r--doc/classes/EditorCommandPalette.xml2
-rw-r--r--doc/classes/EditorDebuggerPlugin.xml116
-rw-r--r--doc/classes/EditorDebuggerSession.xml86
-rw-r--r--doc/classes/EditorFeatureProfile.xml13
-rw-r--r--doc/classes/EditorFileDialog.xml3
-rw-r--r--doc/classes/EditorImportPlugin.xml6
-rw-r--r--doc/classes/EditorInspector.xml14
-rw-r--r--doc/classes/EditorInspectorPlugin.xml2
-rw-r--r--doc/classes/EditorInterface.xml35
-rw-r--r--doc/classes/EditorNode3DGizmo.xml14
-rw-r--r--doc/classes/EditorNode3DGizmoPlugin.xml4
-rw-r--r--doc/classes/EditorPaths.xml2
-rw-r--r--doc/classes/EditorPlugin.xml110
-rw-r--r--doc/classes/EditorProperty.xml10
-rw-r--r--doc/classes/EditorSceneFormatImporter.xml1
-rw-r--r--doc/classes/EditorScenePostImport.xml8
-rw-r--r--doc/classes/EditorScript.xml3
-rw-r--r--doc/classes/EditorSettings.xml54
-rw-r--r--doc/classes/EditorSpinSlider.xml6
-rw-r--r--doc/classes/EditorTranslationParserPlugin.xml4
-rw-r--r--doc/classes/EditorUndoRedoManager.xml15
-rw-r--r--doc/classes/EditorVCSInterface.xml4
-rw-r--r--doc/classes/Engine.xml82
-rw-r--r--doc/classes/Environment.xml20
-rw-r--r--doc/classes/Expression.xml4
-rw-r--r--doc/classes/FileAccess.xml (renamed from doc/classes/File.xml)112
-rw-r--r--doc/classes/FileDialog.xml10
-rw-r--r--doc/classes/FileSystemDock.xml4
-rw-r--r--doc/classes/FlowContainer.xml14
-rw-r--r--doc/classes/FogMaterial.xml14
-rw-r--r--doc/classes/FogVolume.xml9
-rw-r--r--doc/classes/Font.xml22
-rw-r--r--doc/classes/FontFile.xml28
-rw-r--r--doc/classes/FontVariation.xml1
-rw-r--r--doc/classes/GDExtension.xml (renamed from doc/classes/NativeExtension.xml)6
-rw-r--r--doc/classes/GDExtensionManager.xml (renamed from doc/classes/NativeExtensionManager.xml)10
-rw-r--r--doc/classes/GPUParticles2D.xml12
-rw-r--r--doc/classes/GPUParticles3D.xml8
-rw-r--r--doc/classes/Geometry2D.xml9
-rw-r--r--doc/classes/GeometryInstance3D.xml39
-rw-r--r--doc/classes/GradientTexture1D.xml1
-rw-r--r--doc/classes/GradientTexture2D.xml1
-rw-r--r--doc/classes/GraphEdit.xml130
-rw-r--r--doc/classes/GraphNode.xml157
-rw-r--r--doc/classes/HMACContext.xml18
-rw-r--r--doc/classes/HSlider.xml4
-rw-r--r--doc/classes/HSplitContainer.xml3
-rw-r--r--doc/classes/HTTPClient.xml20
-rw-r--r--doc/classes/HTTPRequest.xml16
-rw-r--r--doc/classes/Image.xml42
-rw-r--r--doc/classes/ImageFormatLoader.xml19
-rw-r--r--doc/classes/ImageFormatLoaderExtension.xml42
-rw-r--r--doc/classes/ImageTexture.xml3
-rw-r--r--doc/classes/ImageTexture3D.xml5
-rw-r--r--doc/classes/ImageTextureLayered.xml8
-rw-r--r--doc/classes/ImporterMesh.xml3
-rw-r--r--doc/classes/Input.xml20
-rw-r--r--doc/classes/InputEventMIDI.xml10
-rw-r--r--doc/classes/InputEventScreenTouch.xml3
-rw-r--r--doc/classes/InputEventWithModifiers.xml21
-rw-r--r--doc/classes/ItemList.xml15
-rw-r--r--doc/classes/JSON.xml23
-rw-r--r--doc/classes/JavaScriptBridge.xml (renamed from doc/classes/JavaScript.xml)6
-rw-r--r--doc/classes/JavaScriptObject.xml18
-rw-r--r--doc/classes/Label.xml4
-rw-r--r--doc/classes/Label3D.xml2
-rw-r--r--doc/classes/LabelSettings.xml11
-rw-r--r--doc/classes/Light2D.xml13
-rw-r--r--doc/classes/Light3D.xml4
-rw-r--r--doc/classes/LightmapGI.xml6
-rw-r--r--doc/classes/LineEdit.xml6
-rw-r--r--doc/classes/LinkButton.xml21
-rw-r--r--doc/classes/Marker3D.xml5
-rw-r--r--doc/classes/MenuBar.xml4
-rw-r--r--doc/classes/MenuButton.xml7
-rw-r--r--doc/classes/Mesh.xml8
-rw-r--r--doc/classes/MeshLibrary.xml12
-rw-r--r--doc/classes/MeshTexture.xml1
-rw-r--r--doc/classes/MissingNode.xml2
-rw-r--r--doc/classes/MissingResource.xml2
-rw-r--r--doc/classes/MovieWriter.xml4
-rw-r--r--doc/classes/MultiMesh.xml24
-rw-r--r--doc/classes/MultiplayerAPIExtension.xml2
-rw-r--r--doc/classes/MultiplayerPeer.xml71
-rw-r--r--doc/classes/MultiplayerPeerExtension.xml14
-rw-r--r--doc/classes/NavigationAgent2D.xml46
-rw-r--r--doc/classes/NavigationAgent3D.xml44
-rw-r--r--doc/classes/NavigationLink2D.xml4
-rw-r--r--doc/classes/NavigationLink3D.xml4
-rw-r--r--doc/classes/NavigationMesh.xml14
-rw-r--r--doc/classes/NavigationMeshGenerator.xml10
-rw-r--r--doc/classes/NavigationObstacle2D.xml17
-rw-r--r--doc/classes/NavigationObstacle3D.xml17
-rw-r--r--doc/classes/NavigationPathQueryParameters2D.xml42
-rw-r--r--doc/classes/NavigationPathQueryParameters3D.xml42
-rw-r--r--doc/classes/NavigationPathQueryResult2D.xml24
-rw-r--r--doc/classes/NavigationPathQueryResult3D.xml24
-rw-r--r--doc/classes/NavigationPolygon.xml14
-rw-r--r--doc/classes/NavigationRegion2D.xml11
-rw-r--r--doc/classes/NavigationRegion3D.xml11
-rw-r--r--doc/classes/NavigationServer2D.xml52
-rw-r--r--doc/classes/NavigationServer3D.xml58
-rw-r--r--doc/classes/Node.xml72
-rw-r--r--doc/classes/Node2D.xml18
-rw-r--r--doc/classes/Node3D.xml27
-rw-r--r--doc/classes/NodePath.xml4
-rw-r--r--doc/classes/OS.xml113
-rw-r--r--doc/classes/Object.xml611
-rw-r--r--doc/classes/OccluderInstance3D.xml2
-rw-r--r--doc/classes/OfflineMultiplayerPeer.xml12
-rw-r--r--doc/classes/OmniLight3D.xml3
-rw-r--r--doc/classes/OptionButton.xml9
-rw-r--r--doc/classes/PackedByteArray.xml6
-rw-r--r--doc/classes/PackedScene.xml4
-rw-r--r--doc/classes/PacketPeerDTLS.xml2
-rw-r--r--doc/classes/PacketPeerUDP.xml2
-rw-r--r--doc/classes/Panel.xml2
-rw-r--r--doc/classes/PanoramaSkyMaterial.xml4
-rw-r--r--doc/classes/ParticleProcessMaterial.xml6
-rw-r--r--doc/classes/PathFollow3D.xml13
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml11
-rw-r--r--doc/classes/PhysicsBody2D.xml14
-rw-r--r--doc/classes/PhysicsBody3D.xml18
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml2
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml5
-rw-r--r--doc/classes/PhysicsDirectBodyState3DExtension.xml5
-rw-r--r--doc/classes/PhysicsPointQueryParameters2D.xml4
-rw-r--r--doc/classes/PhysicsPointQueryParameters3D.xml4
-rw-r--r--doc/classes/PhysicsRayQueryParameters2D.xml2
-rw-r--r--doc/classes/PhysicsRayQueryParameters3D.xml6
-rw-r--r--doc/classes/PhysicsServer2D.xml14
-rw-r--r--doc/classes/PhysicsServer2DExtension.xml160
-rw-r--r--doc/classes/PhysicsServer2DManager.xml30
-rw-r--r--doc/classes/PhysicsServer3D.xml14
-rw-r--r--doc/classes/PhysicsServer3DExtension.xml365
-rw-r--r--doc/classes/PhysicsServer3DManager.xml30
-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml2
-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml4
-rw-r--r--doc/classes/PhysicsTestMotionParameters2D.xml8
-rw-r--r--doc/classes/PhysicsTestMotionParameters3D.xml10
-rw-r--r--doc/classes/PlaceholderCubemap.xml4
-rw-r--r--doc/classes/PlaceholderCubemapArray.xml4
-rw-r--r--doc/classes/PlaceholderMaterial.xml4
-rw-r--r--doc/classes/PlaceholderMesh.xml5
-rw-r--r--doc/classes/PlaceholderTexture2D.xml6
-rw-r--r--doc/classes/PlaceholderTexture2DArray.xml4
-rw-r--r--doc/classes/PlaceholderTexture3D.xml5
-rw-r--r--doc/classes/PlaceholderTextureLayered.xml6
-rw-r--r--doc/classes/Plane.xml6
-rw-r--r--doc/classes/PlaneMesh.xml4
-rw-r--r--doc/classes/PointLight2D.xml3
-rw-r--r--doc/classes/Polygon2D.xml1
-rw-r--r--doc/classes/Popup.xml2
-rw-r--r--doc/classes/PopupMenu.xml13
-rw-r--r--doc/classes/PortableCompressedTexture2D.xml5
-rw-r--r--doc/classes/PrimitiveMesh.xml10
-rw-r--r--doc/classes/ProgressBar.xml11
-rw-r--r--doc/classes/ProjectSettings.xml456
-rw-r--r--doc/classes/Projection.xml62
-rw-r--r--doc/classes/PropertyTweener.xml8
-rw-r--r--doc/classes/QuadMesh.xml17
-rw-r--r--doc/classes/Quaternion.xml24
-rw-r--r--doc/classes/RDPipelineRasterizationState.xml2
-rw-r--r--doc/classes/RDTextureFormat.xml2
-rw-r--r--doc/classes/RID.xml13
-rw-r--r--doc/classes/RandomNumberGenerator.xml3
-rw-r--r--doc/classes/Range.xml28
-rw-r--r--doc/classes/Rect2.xml17
-rw-r--r--doc/classes/Rect2i.xml11
-rw-r--r--doc/classes/RefCounted.xml6
-rw-r--r--doc/classes/RenderingDevice.xml98
-rw-r--r--doc/classes/RenderingServer.xml50
-rw-r--r--doc/classes/Resource.xml58
-rw-r--r--doc/classes/ResourceFormatLoader.xml9
-rw-r--r--doc/classes/ResourceFormatSaver.xml9
-rw-r--r--doc/classes/ResourceSaver.xml4
-rw-r--r--doc/classes/RichTextLabel.xml25
-rw-r--r--doc/classes/RigidBody2D.xml2
-rw-r--r--doc/classes/RigidBody3D.xml2
-rw-r--r--doc/classes/SceneTree.xml9
-rw-r--r--doc/classes/Script.xml2
-rw-r--r--doc/classes/ScriptEditorBase.xml19
-rw-r--r--doc/classes/ScrollBar.xml1
-rw-r--r--doc/classes/ScrollContainer.xml5
-rw-r--r--doc/classes/Shape2D.xml6
-rw-r--r--doc/classes/ShapeCast2D.xml7
-rw-r--r--doc/classes/ShapeCast3D.xml7
-rw-r--r--doc/classes/Signal.xml40
-rw-r--r--doc/classes/Skeleton3D.xml28
-rw-r--r--doc/classes/SkeletonIK3D.xml37
-rw-r--r--doc/classes/SkeletonModification2D.xml2
-rw-r--r--doc/classes/SkeletonModification2DCCDIK.xml2
-rw-r--r--doc/classes/SkeletonModification2DFABRIK.xml2
-rw-r--r--doc/classes/SkeletonModification2DJiggle.xml2
-rw-r--r--doc/classes/SkeletonModification2DLookAt.xml2
-rw-r--r--doc/classes/SkeletonModification2DPhysicalBones.xml3
-rw-r--r--doc/classes/SkeletonModification2DStackHolder.xml2
-rw-r--r--doc/classes/SkeletonModification2DTwoBoneIK.xml2
-rw-r--r--doc/classes/SkeletonModification3D.xml2
-rw-r--r--doc/classes/SkeletonModification3DCCDIK.xml2
-rw-r--r--doc/classes/SkeletonModification3DFABRIK.xml2
-rw-r--r--doc/classes/SkeletonModification3DJiggle.xml2
-rw-r--r--doc/classes/SkeletonModification3DLookAt.xml2
-rw-r--r--doc/classes/SkeletonModification3DStackHolder.xml2
-rw-r--r--doc/classes/SkeletonModification3DTwoBoneIK.xml2
-rw-r--r--doc/classes/SkeletonModificationStack2D.xml2
-rw-r--r--doc/classes/SkeletonModificationStack3D.xml2
-rw-r--r--doc/classes/SkeletonProfile.xml1
-rw-r--r--doc/classes/SkeletonProfileHumanoid.xml1
-rw-r--r--doc/classes/Slider.xml2
-rw-r--r--doc/classes/SpinBox.xml6
-rw-r--r--doc/classes/SplitContainer.xml3
-rw-r--r--doc/classes/SpotLight3D.xml3
-rw-r--r--doc/classes/Sprite2D.xml3
-rw-r--r--doc/classes/Sprite3D.xml1
-rw-r--r--doc/classes/StandardMaterial3D.xml2
-rw-r--r--doc/classes/StaticBody2D.xml2
-rw-r--r--doc/classes/StaticBody3D.xml2
-rw-r--r--doc/classes/StreamPeer.xml8
-rw-r--r--doc/classes/StreamPeerBuffer.xml2
-rw-r--r--doc/classes/StreamPeerGZIP.xml42
-rw-r--r--doc/classes/StreamPeerTLS.xml (renamed from doc/classes/StreamPeerSSL.xml)22
-rw-r--r--doc/classes/String.xml549
-rw-r--r--doc/classes/StringName.xml921
-rw-r--r--doc/classes/StyleBox.xml15
-rw-r--r--doc/classes/StyleBoxFlat.xml23
-rw-r--r--doc/classes/StyleBoxTexture.xml17
-rw-r--r--doc/classes/SurfaceTool.xml17
-rw-r--r--doc/classes/SystemFont.xml17
-rw-r--r--doc/classes/TabBar.xml1
-rw-r--r--doc/classes/TabContainer.xml3
-rw-r--r--doc/classes/TextEdit.xml163
-rw-r--r--doc/classes/TextLine.xml3
-rw-r--r--doc/classes/TextParagraph.xml2
-rw-r--r--doc/classes/TextServer.xml91
-rw-r--r--doc/classes/TextServerExtension.xml634
-rw-r--r--doc/classes/Texture.xml2
-rw-r--r--doc/classes/Texture2D.xml18
-rw-r--r--doc/classes/Texture2DArray.xml4
-rw-r--r--doc/classes/Texture3D.xml16
-rw-r--r--doc/classes/TextureButton.xml10
-rw-r--r--doc/classes/TextureLayered.xml25
-rw-r--r--doc/classes/TextureProgressBar.xml5
-rw-r--r--doc/classes/TileData.xml13
-rw-r--r--doc/classes/TileMap.xml30
-rw-r--r--doc/classes/TileSet.xml2
-rw-r--r--doc/classes/TileSetAtlasSource.xml2
-rw-r--r--doc/classes/TileSetSource.xml1
-rw-r--r--doc/classes/Time.xml4
-rw-r--r--doc/classes/Transform2D.xml6
-rw-r--r--doc/classes/Transform3D.xml6
-rw-r--r--doc/classes/Translation.xml6
-rw-r--r--doc/classes/Tree.xml35
-rw-r--r--doc/classes/TreeItem.xml28
-rw-r--r--doc/classes/TubeTrailMesh.xml6
-rw-r--r--doc/classes/Tween.xml212
-rw-r--r--doc/classes/UndoRedo.xml14
-rw-r--r--doc/classes/VSlider.xml4
-rw-r--r--doc/classes/VSplitContainer.xml3
-rw-r--r--doc/classes/Vector2.xml37
-rw-r--r--doc/classes/Vector2i.xml11
-rw-r--r--doc/classes/Vector3.xml41
-rw-r--r--doc/classes/Vector3i.xml11
-rw-r--r--doc/classes/Vector4.xml19
-rw-r--r--doc/classes/Vector4i.xml19
-rw-r--r--doc/classes/Viewport.xml61
-rw-r--r--doc/classes/ViewportTexture.xml1
-rw-r--r--doc/classes/VisibleOnScreenEnabler2D.xml7
-rw-r--r--doc/classes/VisualInstance3D.xml11
-rw-r--r--doc/classes/VisualShaderNodeFloatParameter.xml2
-rw-r--r--doc/classes/VisualShaderNodeInput.xml2
-rw-r--r--doc/classes/VisualShaderNodeParameter.xml2
-rw-r--r--doc/classes/VoxelGIData.xml2
-rw-r--r--doc/classes/Window.xml265
-rw-r--r--doc/classes/World2D.xml2
-rw-r--r--doc/classes/World3D.xml2
-rw-r--r--doc/classes/X509Certificate.xml4
-rw-r--r--doc/classes/XRInterface.xml49
-rw-r--r--doc/classes/XRInterfaceExtension.xml44
-rw-r--r--doc/classes/XROrigin3D.xml3
-rw-r--r--doc/classes/XRPose.xml4
-rw-r--r--doc/classes/XRServer.xml6
-rw-r--r--doc/classes/float.xml30
-rw-r--r--doc/classes/int.xml36
-rwxr-xr-xdoc/tools/make_rst.py543
-rw-r--r--doc/translations/ar.po1212
-rw-r--r--doc/translations/ca.po1033
-rw-r--r--doc/translations/classes.pot1033
-rw-r--r--doc/translations/cs.po1131
-rw-r--r--doc/translations/de.po2734
-rw-r--r--doc/translations/el.po1071
-rw-r--r--doc/translations/es.po1237
-rw-r--r--doc/translations/et.po75654
-rw-r--r--doc/translations/extract.py2
-rw-r--r--doc/translations/fa.po1067
-rw-r--r--doc/translations/fi.po1098
-rw-r--r--doc/translations/fil.po1033
-rw-r--r--doc/translations/fr.po4294
-rw-r--r--doc/translations/gl.po1033
-rw-r--r--doc/translations/hi.po1041
-rw-r--r--doc/translations/hu.po1042
-rw-r--r--doc/translations/id.po1107
-rw-r--r--doc/translations/is.po1033
-rw-r--r--doc/translations/it.po2030
-rw-r--r--doc/translations/ja.po1187
-rw-r--r--doc/translations/ko.po1109
-rw-r--r--doc/translations/lt.po1033
-rw-r--r--doc/translations/lv.po1033
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-rw-r--r--doc/translations/nl.po1042
-rw-r--r--doc/translations/pl.po1182
-rw-r--r--doc/translations/pt.po1419
-rw-r--r--doc/translations/pt_BR.po1235
-rw-r--r--doc/translations/ro.po1033
-rw-r--r--doc/translations/ru.po2789
-rw-r--r--doc/translations/sk.po1033
-rw-r--r--doc/translations/sr_Cyrl.po1033
-rw-r--r--doc/translations/sv.po1033
-rw-r--r--doc/translations/th.po1071
-rw-r--r--doc/translations/tl.po1060
-rw-r--r--doc/translations/tr.po1092
-rw-r--r--doc/translations/uk.po1144
-rw-r--r--doc/translations/vi.po1084
-rw-r--r--doc/translations/zh_CN.po4005
-rw-r--r--doc/translations/zh_TW.po1111
412 files changed, 122743 insertions, 19232 deletions
diff --git a/doc/Makefile b/doc/Makefile
index ecc5e51dd6..c8bf32d6e2 100644
--- a/doc/Makefile
+++ b/doc/Makefile
@@ -1,4 +1,4 @@
-BASEDIR = $(CURDIR)
+BASEDIR = .
CLASSES = $(BASEDIR)/classes/ $(BASEDIR)/../modules/
OUTPUTDIR = $(BASEDIR)/_build
TOOLSDIR = $(BASEDIR)/tools
diff --git a/doc/class.xsd b/doc/class.xsd
index 7681ddad3d..d29d053006 100644
--- a/doc/class.xsd
+++ b/doc/class.xsd
@@ -95,6 +95,8 @@
</xs:sequence>
<xs:attribute type="xs:string" name="name" use="optional" />
<xs:attribute type="xs:string" name="qualifiers" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_deprecated" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_experimental" use="optional" />
</xs:complexType>
</xs:element>
</xs:sequence>
@@ -114,6 +116,8 @@
<xs:attribute type="xs:string" name="overrides" use="optional" />
<xs:attribute type="xs:string" name="enum" use="optional" />
<xs:attribute type="xs:string" name="default" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_deprecated" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_experimental" use="optional" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
@@ -156,6 +160,8 @@
<xs:attribute type="xs:string" name="value" />
<xs:attribute type="xs:string" name="enum" use="optional" />
<xs:attribute type="xs:boolean" name="is_bitfield" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_deprecated" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_experimental" use="optional" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
@@ -256,6 +262,8 @@
</xs:sequence>
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="inherits" />
+ <xs:attribute type="xs:boolean" name="is_deprecated" use="optional" />
+ <xs:attribute type="xs:boolean" name="is_experimental" use="optional" />
<xs:attribute type="xs:float" name="version" />
</xs:complexType>
</xs:element>
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 10229bdb0e..6b0dccd7fc 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -16,7 +16,7 @@
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
- Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
+ Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
var a = abs(-1)
# a is 1
@@ -36,6 +36,7 @@
var f = abs(Vector3i(-7, -8, -9))
# f is (7, 8, 9)
[/codeblock]
+ [b]Note:[/b] For better type safety, use [method absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs].
</description>
</method>
<method name="absf">
@@ -106,6 +107,17 @@
[/codeblock]
</description>
</method>
+ <method name="bezier_derivative">
+ <return type="float" />
+ <param index="0" name="start" type="float" />
+ <param index="1" name="control_1" type="float" />
+ <param index="2" name="control_2" type="float" />
+ <param index="3" name="end" type="float" />
+ <param index="4" name="t" type="float" />
+ <description>
+ Returns the derivative at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
+ </description>
+ </method>
<method name="bezier_interpolate">
<return type="float" />
<param index="0" name="start" type="float" />
@@ -114,7 +126,7 @@
<param index="3" name="end" type="float" />
<param index="4" name="t" type="float" />
<description>
- Returns the point at the given [param t] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
+ Returns the point at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
</description>
</method>
<method name="bytes_to_var">
@@ -143,7 +155,7 @@
i = ceil(1.001) # i is 2.0
[/codeblock]
See also [method floor], [method round], and [method snapped].
- [b]Note:[/b] For better type safety, you can use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil] or [method Vector4.ceil] instead.
+ [b]Note:[/b] For better type safety, use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil].
</description>
</method>
<method name="ceilf">
@@ -151,7 +163,7 @@
<param index="0" name="x" type="float" />
<description>
Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
- A type-safe version of [method ceil], specialzied in floats.
+ A type-safe version of [method ceil], returning a [float].
</description>
</method>
<method name="ceili">
@@ -159,7 +171,7 @@
<param index="0" name="x" type="float" />
<description>
Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
- A type-safe version of [method ceil] that returns integer.
+ A type-safe version of [method ceil], returning an [int].
</description>
</method>
<method name="clamp">
@@ -168,7 +180,7 @@
<param index="1" name="min" type="Variant" />
<param index="2" name="max" type="Variant" />
<description>
- Clamps the [Variant] [param value] and returns a value not less than [param min] and not more than [param max]. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
+ Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
var a = clamp(-10, -1, 5)
# a is -1
@@ -188,6 +200,7 @@
var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6))
# f is (-4, -5, -6)
[/codeblock]
+ [b]Note:[/b] For better type safety, use [method clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], or [method Vector4i.clamp].
</description>
</method>
<method name="clampf">
@@ -196,15 +209,13 @@
<param index="1" name="min" type="float" />
<param index="2" name="max" type="float" />
<description>
- Clamps the float [param value] and returns a value not less than [param min] and not more than [param max].
+ Clamps the [param value], returning a [float] not less than [param min] and not more than [param max].
[codeblock]
var speed = 42.1
- # a is 20.0
- var a = clampf(speed, 1.0, 20.0)
+ var a = clampf(speed, 1.0, 20.5) # a is 20.5
speed = -10.0
- # a is -1.0
- a = clampf(speed, -1.0, 1.0)
+ var b = clampf(speed, -1.0, 1.0) # b is -1.0
[/codeblock]
</description>
</method>
@@ -214,15 +225,13 @@
<param index="1" name="min" type="int" />
<param index="2" name="max" type="int" />
<description>
- Clamps the integer [param value] and returns a value not less than [param min] and not more than [param max].
+ Clamps the [param value], returning an [int] not less than [param min] and not more than [param max].
[codeblock]
var speed = 42
- # a is 20
- var a = clampi(speed, 1, 20)
+ var a = clampi(speed, 1, 20) # a is 20
speed = -10
- # a is -1
- a = clampi(speed, -1, 1)
+ var b = clampi(speed, -1, 1) # b is -1
[/codeblock]
</description>
</method>
@@ -244,8 +253,7 @@
<description>
Returns the hyperbolic cosine of [param x] in radians.
[codeblock]
- # Prints 1.543081
- print(cosh(1))
+ print(cosh(1)) # Prints 1.543081
[/codeblock]
</description>
</method>
@@ -257,7 +265,7 @@
<param index="3" name="post" type="float" />
<param index="4" name="weight" type="float" />
<description>
- Cubic interpolates between two values by the factor defined in [param weight] with pre and post values.
+ Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values.
</description>
</method>
<method name="cubic_interpolate_angle">
@@ -268,7 +276,7 @@
<param index="3" name="post" type="float" />
<param index="4" name="weight" type="float" />
<description>
- Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with pre and post values. See also [method lerp_angle].
+ Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle].
</description>
</method>
<method name="cubic_interpolate_angle_in_time">
@@ -282,7 +290,7 @@
<param index="6" name="pre_t" type="float" />
<param index="7" name="post_t" type="float" />
<description>
- Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with pre and post values. See also [method lerp_angle].
+ Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle].
It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
</description>
</method>
@@ -297,8 +305,8 @@
<param index="6" name="pre_t" type="float" />
<param index="7" name="post_t" type="float" />
<description>
- Cubic interpolates between two values by the factor defined in [param weight] with pre and post values.
- It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
+ Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values.
+ It can perform smoother interpolation than [method cubic_interpolate] by the time values.
</description>
</method>
<method name="db_to_linear">
@@ -314,8 +322,7 @@
<description>
Converts an angle expressed in degrees to radians.
[codeblock]
- # r is 3.141593
- var r = deg_to_rad(180)
+ var r = deg_to_rad(180) # r is 3.141593
[/codeblock]
</description>
</method>
@@ -342,7 +349,13 @@
<return type="String" />
<param index="0" name="error" type="int" />
<description>
- Returns a human-readable name for the given error code.
+ Returns a human-readable name for the given [enum Error] code.
+ [codeblock]
+ print(OK) # Prints 0
+ print(error_string(OK)) # Prints OK
+ print(error_string(ERR_BUSY)) # Prints Busy
+ print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory
+ [/codeblock]
</description>
</method>
<method name="exp">
@@ -363,13 +376,11 @@
<description>
Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
- # a is 2.0
- var a = floor(2.99)
- # a is -3.0
- a = floor(-2.99)
+ var a = floor(2.99) # a is 2.0
+ a = floor(-2.99) # a is -3.0
[/codeblock]
See also [method ceil], [method round], and [method snapped].
- [b]Note:[/b] For better type safety, you can use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor] or [method Vector4.floor] instead.
+ [b]Note:[/b] For better type safety, use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor], or [method Vector4.floor].
</description>
</method>
<method name="floorf">
@@ -377,7 +388,7 @@
<param index="0" name="x" type="float" />
<description>
Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
- A type-safe version of [method floor], specialzied in floats.
+ A type-safe version of [method floor], returning a [float].
</description>
</method>
<method name="floori">
@@ -385,7 +396,8 @@
<param index="0" name="x" type="float" />
<description>
Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
- Equivalent of doing [code]int(x)[/code].
+ A type-safe version of [method floor], returning an [int].
+ [b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], which rounds towards 0.
</description>
</method>
<method name="fmod">
@@ -393,10 +405,9 @@
<param index="0" name="x" type="float" />
<param index="1" name="y" type="float" />
<description>
- Returns the floating-point remainder of [code]x/y[/code], keeping the sign of [param x].
+ Returns the floating-point remainder of [param x] divided by [param y], keeping the sign of [param x].
[codeblock]
- # Remainder is 1.5
- var remainder = fmod(7, 5.5)
+ var remainder = fmod(7, 5.5) # remainder is 1.5
[/codeblock]
For the integer remainder operation, use the [code]%[/code] operator.
</description>
@@ -406,21 +417,23 @@
<param index="0" name="x" type="float" />
<param index="1" name="y" type="float" />
<description>
- Returns the floating-point modulus of [code]x/y[/code] that wraps equally in positive and negative.
+ Returns the floating-point modulus of [param x] divided by [param y], wrapping equally in positive and negative.
[codeblock]
+ print(" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))")
for i in 7:
- var x = 0.5 * i - 1.5
- print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
+ var x = i * 0.5 - 1.5
+ print("%4.1f %4.1f | %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
[/codeblock]
Produces:
[codeblock]
- -1.5 -0.0 0.0
- -1.0 -1.0 0.5
- -0.5 -0.5 1.0
- 0.0 0.0 0.0
- 0.5 0.5 0.5
- 1.0 1.0 1.0
- 1.5 0.0 0.0
+ (x) (fmod(x, 1.5)) (fposmod(x, 1.5))
+ -1.5 -0.0 | 0.0
+ -1.0 -1.0 | 0.5
+ -0.5 -0.5 | 1.0
+ 0.0 0.0 | 0.0
+ 0.5 0.5 | 0.5
+ 1.0 1.0 | 1.0
+ 1.5 0.0 | 0.0
[/codeblock]
</description>
</method>
@@ -428,7 +441,7 @@
<return type="int" />
<param index="0" name="variable" type="Variant" />
<description>
- Returns the integer hash of the variable passed.
+ Returns the integer hash of the passed [param variable].
[codeblock]
print(hash("a")) # Prints 177670
[/codeblock]
@@ -438,7 +451,7 @@
<return type="Object" />
<param index="0" name="instance_id" type="int" />
<description>
- Returns the Object that corresponds to [param instance_id]. All Objects have a unique instance ID.
+ Returns the [Object] that corresponds to [param instance_id]. All Objects have a unique instance ID. See also [method Object.get_instance_id].
[codeblock]
var foo = "bar"
func _ready():
@@ -458,12 +471,13 @@
[codeblock]
# The interpolation ratio in the `lerp()` call below is 0.75.
var middle = lerp(20, 30, 0.75)
- # `middle` is now 27.5.
+ # middle is now 27.5.
+
# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
- # `ratio` is now 0.75.
+ # ratio is now 0.75.
[/codeblock]
- See also [method lerp] which performs the reverse of this operation, and [method range_lerp] to map a continuous series of values to another.
+ See also [method lerp], which performs the reverse of this operation, and [method remap] to map a continuous series of values to another.
</description>
</method>
<method name="is_equal_approx">
@@ -472,15 +486,22 @@
<param index="1" name="b" type="float" />
<description>
Returns [code]true[/code] if [param a] and [param b] are approximately equal to each other.
- Here, approximately equal means that [param a] and [param b] are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
+ Here, "approximately equal" means that [param a] and [param b] are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
Infinity values of the same sign are considered equal.
</description>
</method>
+ <method name="is_finite">
+ <return type="bool" />
+ <param index="0" name="x" type="float" />
+ <description>
+ Returns whether [code]x[/code] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity.
+ </description>
+ </method>
<method name="is_inf">
<return type="bool" />
<param index="0" name="x" type="float" />
<description>
- Returns whether [param x] is an infinity value (either positive infinity or negative infinity).
+ Returns [code]true[/code] if [param x] is either positive infinity or negative infinity.
</description>
</method>
<method name="is_instance_id_valid">
@@ -494,14 +515,14 @@
<return type="bool" />
<param index="0" name="instance" type="Variant" />
<description>
- Returns whether [param instance] is a valid object (e.g. has not been deleted from memory).
+ Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not been deleted from memory).
</description>
</method>
<method name="is_nan">
<return type="bool" />
<param index="0" name="x" type="float" />
<description>
- Returns whether [param x] is a NaN ("Not a Number" or invalid) value.
+ Returns [code]true[/code] if [param x] is a NaN ("Not a Number" or invalid) value.
</description>
</method>
<method name="is_zero_approx">
@@ -509,7 +530,7 @@
<param index="0" name="x" type="float" />
<description>
Returns [code]true[/code] if [param x] is zero or almost zero.
- This method is faster than using [method is_equal_approx] with one value as zero.
+ This function is faster than using [method is_equal_approx] with one value as zero.
</description>
</method>
<method name="lerp">
@@ -518,13 +539,13 @@
<param index="1" name="to" type="Variant" />
<param index="2" name="weight" type="Variant" />
<description>
- Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. Use [method clamp] on the result of [method lerp] if this is not desired.
- Both [param from] and [param to] must have matching types. Supported types: [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis].
+ Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. If this is not desired, use [method clamp] on the result of this function.
+ Both [param from] and [param to] must be the same type. Supported types: [int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis].
[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
- See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method range_lerp] to map a continuous series of values to another.
- [b]Note:[/b] For better type safety, you can use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp] instead.
+ See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method remap] to map a continuous series of values to another.
+ [b]Note:[/b] For better type safety, use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp].
</description>
</method>
<method name="lerp_angle">
@@ -533,7 +554,7 @@
<param index="1" name="to" type="float" />
<param index="2" name="weight" type="float" />
<description>
- Linearly interpolates between two angles (in radians) by a normalized value.
+ Linearly interpolates between two angles (in radians) by a [param weight] value between 0.0 and 1.0.
Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. To perform eased interpolation with [method lerp_angle], combine it with [method ease] or [method smoothstep].
[codeblock]
extends Sprite
@@ -544,7 +565,7 @@
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
- [b]Note:[/b] This method lerps through the shortest path between [param from] and [param to]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
+ [b]Note:[/b] This function lerps through the shortest path between [param from] and [param to]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
</description>
</method>
<method name="lerpf">
@@ -553,7 +574,7 @@
<param index="1" name="to" type="float" />
<param index="2" name="weight" type="float" />
<description>
- Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i].
+ Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. If this is not desired, use [method clampf] on the result of this function.
[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
@@ -564,7 +585,8 @@
<return type="float" />
<param index="0" name="lin" type="float" />
<description>
- Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example:
+ Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear).
+ [b]Example:[/b]
[codeblock]
# "Slider" refers to a node that inherits Range such as HSlider or VSlider.
# Its range must be configured to go from 0 to 1.
@@ -577,7 +599,7 @@
<return type="float" />
<param index="0" name="x" type="float" />
<description>
- Natural logarithm. The amount of time needed to reach a certain level of continuous growth.
+ Returns the natural logarithm of [param x]. This is the amount of time needed to reach a certain level of continuous growth.
[b]Note:[/b] This is not the same as the "log" function on most calculators, which uses a base 10 logarithm.
[codeblock]
log(10) # Returns 2.302585
@@ -588,7 +610,7 @@
<method name="max" qualifiers="vararg">
<return type="Variant" />
<description>
- Returns the maximum of the given values. This method can take any number of arguments.
+ Returns the maximum of the given values. This function can take any number of arguments.
[codeblock]
max(1, 7, 3, -6, 5) # Returns 7
[/codeblock]
@@ -599,9 +621,9 @@
<param index="0" name="a" type="float" />
<param index="1" name="b" type="float" />
<description>
- Returns the maximum of two float values.
+ Returns the maximum of two [float] values.
[codeblock]
- maxf(3.6, 24) # Returns 24.0
+ maxf(3.6, 24) # Returns 24.0
maxf(-3.99, -4) # Returns -3.99
[/codeblock]
</description>
@@ -611,9 +633,9 @@
<param index="0" name="a" type="int" />
<param index="1" name="b" type="int" />
<description>
- Returns the maximum of two int values.
+ Returns the maximum of two [int] values.
[codeblock]
- maxi(1, 2) # Returns 2
+ maxi(1, 2) # Returns 2
maxi(-3, -4) # Returns -3
[/codeblock]
</description>
@@ -621,7 +643,7 @@
<method name="min" qualifiers="vararg">
<return type="Variant" />
<description>
- Returns the minimum of the given values. This method can take any number of arguments.
+ Returns the minimum of the given values. This function can take any number of arguments.
[codeblock]
min(1, 7, 3, -6, 5) # Returns -6
[/codeblock]
@@ -632,9 +654,9 @@
<param index="0" name="a" type="float" />
<param index="1" name="b" type="float" />
<description>
- Returns the minimum of two float values.
+ Returns the minimum of two [float] values.
[codeblock]
- minf(3.6, 24) # Returns 3.6
+ minf(3.6, 24) # Returns 3.6
minf(-3.99, -4) # Returns -4.0
[/codeblock]
</description>
@@ -644,9 +666,9 @@
<param index="0" name="a" type="int" />
<param index="1" name="b" type="int" />
<description>
- Returns the minimum of two int values.
+ Returns the minimum of two [int] values.
[codeblock]
- mini(1, 2) # Returns 1
+ mini(1, 2) # Returns 1
mini(-3, -4) # Returns -4
[/codeblock]
</description>
@@ -660,8 +682,8 @@
Moves [param from] toward [param to] by the [param delta] value.
Use a negative [param delta] value to move away.
[codeblock]
- move_toward(5, 10, 4) # Returns 9
- move_toward(10, 5, 4) # Returns 6
+ move_toward(5, 10, 4) # Returns 9
+ move_toward(10, 5, 4) # Returns 6
move_toward(10, 5, -1.5) # Returns 11.5
[/codeblock]
</description>
@@ -670,17 +692,17 @@
<return type="int" />
<param index="0" name="value" type="int" />
<description>
- Returns the nearest equal or larger power of 2 for integer [param value].
+ Returns the nearest equal or larger power of 2 for the integer [param value].
In other words, returns the smallest value [code]a[/code] where [code]a = pow(2, n)[/code] such that [code]value &lt;= a[/code] for some non-negative integer [code]n[/code].
[codeblock]
nearest_po2(3) # Returns 4
nearest_po2(4) # Returns 4
nearest_po2(5) # Returns 8
- nearest_po2(0) # Returns 0 (this may not be what you expect)
- nearest_po2(-1) # Returns 0 (this may not be what you expect)
+ nearest_po2(0) # Returns 0 (this may not be expected)
+ nearest_po2(-1) # Returns 0 (this may not be expected)
[/codeblock]
- [b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for non-positive values of [param value] (in reality, 1 is the smallest integer power of 2).
+ [b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for negative values of [param value] (in reality, 1 is the smallest integer power of 2).
</description>
</method>
<method name="pingpong">
@@ -688,18 +710,18 @@
<param index="0" name="value" type="float" />
<param index="1" name="length" type="float" />
<description>
- Returns the [param value] wrapped between [code]0[/code] and the [param length]. If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [param length] side (like a triangle wave). If [param length] is less than zero, it becomes positive.
+ Wraps [param value] between [code]0[/code] and the [param length]. If the limit is reached, the next value the function returns is decreased to the [code]0[/code] side or increased to the [param length] side (like a triangle wave). If [param length] is less than zero, it becomes positive.
[codeblock]
- pingpong(-3.0, 3.0) # Returns 3
- pingpong(-2.0, 3.0) # Returns 2
- pingpong(-1.0, 3.0) # Returns 1
- pingpong(0.0, 3.0) # Returns 0
- pingpong(1.0, 3.0) # Returns 1
- pingpong(2.0, 3.0) # Returns 2
- pingpong(3.0, 3.0) # Returns 3
- pingpong(4.0, 3.0) # Returns 2
- pingpong(5.0, 3.0) # Returns 1
- pingpong(6.0, 3.0) # Returns 0
+ pingpong(-3.0, 3.0) # Returns 3.0
+ pingpong(-2.0, 3.0) # Returns 2.0
+ pingpong(-1.0, 3.0) # Returns 1.0
+ pingpong(0.0, 3.0) # Returns 0.0
+ pingpong(1.0, 3.0) # Returns 1.0
+ pingpong(2.0, 3.0) # Returns 2.0
+ pingpong(3.0, 3.0) # Returns 3.0
+ pingpong(4.0, 3.0) # Returns 2.0
+ pingpong(5.0, 3.0) # Returns 1.0
+ pingpong(6.0, 3.0) # Returns 0.0
[/codeblock]
</description>
</method>
@@ -708,20 +730,22 @@
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<description>
- Returns the integer modulus of [code]x/y[/code] that wraps equally in positive and negative.
+ Returns the integer modulus of [param x] divided by [param y] that wraps equally in positive and negative.
[codeblock]
+ print("#(i) (i % 3) (posmod(i, 3))")
for i in range(-3, 4):
- print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)])
+ print("%2d %2d | %2d" % [i, i % 3, posmod(i, 3)])
[/codeblock]
Produces:
[codeblock]
- -3 0 0
- -2 -2 1
- -1 -1 2
- 0 0 0
- 1 1 1
- 2 2 2
- 3 0 0
+ (i) (i % 3) (posmod(i, 3))
+ -3 0 | 0
+ -2 -2 | 1
+ -1 -1 | 2
+ 0 0 | 0
+ 1 1 | 1
+ 2 2 | 2
+ 3 0 | 0
[/codeblock]
</description>
</method>
@@ -731,6 +755,7 @@
<param index="1" name="exp" type="float" />
<description>
Returns the result of [param base] raised to the power of [param exp].
+ In GDScript, this is the equivalent of the [code]**[/code] operator.
[codeblock]
pow(2, 5) # Returns 32
[/codeblock]
@@ -743,7 +768,7 @@
var a = [1, 2, 3]
print("a", "b", a) # Prints ab[1, 2, 3]
[/codeblock]
- [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
+ [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
<method name="print_rich" qualifiers="vararg">
@@ -771,13 +796,13 @@
</method>
<method name="printraw" qualifiers="vararg">
<description>
- Prints one or more arguments to strings in the best way possible to console. No newline is added at the end.
+ Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end.
[codeblock]
printraw("A")
printraw("B")
- # Prints AB
+ printraw("C")
+ # Prints ABC to terminal
[/codeblock]
- [b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print].
</description>
</method>
<method name="prints" qualifiers="vararg">
@@ -802,7 +827,7 @@
[codeblock]
push_error("test error") # Prints "test error" to debugger and terminal as error call
[/codeblock]
- [b]Note:[/b] Errors printed this way will not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead.
+ [b]Note:[/b] This function does not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead.
</description>
</method>
<method name="push_warning" qualifiers="vararg">
@@ -820,6 +845,8 @@
Converts an angle expressed in radians to degrees.
[codeblock]
rad_to_deg(0.523599) # Returns 30
+ rad_to_deg(PI) # Returns 180
+ rad_to_deg(PI * 2) # Returns 360
[/codeblock]
</description>
</method>
@@ -827,7 +854,14 @@
<return type="PackedInt64Array" />
<param index="0" name="seed" type="int" />
<description>
- Random from seed: pass a [param seed], and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits.
+ Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], where its first element is the randomized [int] value, and the second element is the same as [param seed]. Passing the same [param seed] consistently returns the same array.
+ [b]Note:[/b] "Seed" here refers to the internal state of the pseudo random number generator, currently implemented as a 64 bit integer.
+ [codeblock]
+ var a = rand_from_seed(4)
+
+ print(a[0]) # Prints 2879024997
+ print(a[1]) # Prints 4
+ [/codeblock]
</description>
</method>
<method name="randf">
@@ -844,9 +878,10 @@
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<description>
- Returns a random floating point value on the interval between [param from] and [param to] (inclusive).
+ Returns a random floating point value between [param from] and [param to] (inclusive).
[codeblock]
- prints(randf_range(-10, 10), randf_range(-10, 10)) # Prints e.g. -3.844535 7.45315
+ randf_range(0, 20.5) # Returns e.g. 7.45315
+ randf_range(-10, 10) # Returns e.g. -3.844535
[/codeblock]
</description>
</method>
@@ -877,18 +912,18 @@
<description>
Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped.
[codeblock]
- print(randi_range(0, 1)) # Prints 0 or 1
- print(randi_range(-10, 1000)) # Prints any number from -10 to 1000
+ randi_range(0, 1) # Returns either 0 or 1
+ randi_range(-10, 1000) # Returns random integer between -10 and 1000
[/codeblock]
</description>
</method>
<method name="randomize">
<description>
- Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
- [b]Note:[/b] This method is called automatically when the project is run. If you need to fix the seed to have reproducible results, use [method seed] to initialize the random number generator.
+ Randomizes the seed (or the internal state) of the random number generator. The current implementation uses a number based on the device's time.
+ [b]Note:[/b] This function is called automatically when the project is run. If you need to fix the seed to have consistent, reproducible results, use [method seed] to initialize the random number generator.
</description>
</method>
- <method name="range_lerp">
+ <method name="remap">
<return type="float" />
<param index="0" name="value" type="float" />
<param index="1" name="istart" type="float" />
@@ -896,63 +931,67 @@
<param index="3" name="ostart" type="float" />
<param index="4" name="ostop" type="float" />
<description>
- Maps a [param value] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [param value] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. Use [method clamp] on the result of [method range_lerp] if this is not desired.
+ Maps a [param value] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [param value] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. If this is not desired, use [method clamp] on the result of this function.
[codeblock]
- range_lerp(75, 0, 100, -1, 1) # Returns 0.5
+ remap(75, 0, 100, -1, 1) # Returns 0.5
[/codeblock]
- For complex use cases where you need multiple ranges, consider using [Curve] or [Gradient] instead.
+ For complex use cases where multiple ranges are needed, consider using [Curve] or [Gradient] instead.
</description>
</method>
<method name="rid_allocate_id">
<return type="int" />
<description>
- Allocate a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers.
+ Allocates a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers.
</description>
</method>
<method name="rid_from_int64">
<return type="RID" />
<param index="0" name="base" type="int" />
<description>
- Create a RID from an int64. This is used mainly from native extensions to build servers.
+ Creates a RID from a [param base]. This is used mainly from native extensions to build servers.
</description>
</method>
<method name="round">
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
- Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
+ Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
round(2.4) # Returns 2
round(2.5) # Returns 3
round(2.6) # Returns 3
[/codeblock]
See also [method floor], [method ceil], and [method snapped].
- [b]Note:[/b] For better type safety, you can use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round] or [method Vector4.round] instead.
+ [b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round], or [method Vector4.round].
</description>
</method>
<method name="roundf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
- Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero.
- A type-safe version of [method round], specialzied in floats.
+ Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0.
+ A type-safe version of [method round], returning a [float].
</description>
</method>
<method name="roundi">
<return type="int" />
<param index="0" name="x" type="float" />
<description>
- Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero.
- A type-safe version of [method round] that returns integer.
+ Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0.
+ A type-safe version of [method round], returning an [int].
</description>
</method>
<method name="seed">
<param index="0" name="base" type="int" />
<description>
- Sets seed for the random number generator.
+ Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions.
[codeblock]
- var my_seed = "Godot Rocks"
- seed(my_seed.hash())
+ var my_seed = "Godot Rocks".hash()
+ seed(my_seed)
+ var a = randf() + randi()
+ seed(my_seed)
+ var b = randf() + randi()
+ # a and b are now identical
[/codeblock]
</description>
</method>
@@ -960,25 +999,26 @@
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
- Returns the sign of [param x] as same type of [Variant] as [param x] with each component being -1, 0 and 1 for each negative, zero and positive values respectivelu. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
+ Returns the same type of [Variant] as [param x], with [code]-1[/code] for negative values, [code]1[/code] for positive values, and [code]0[/code] for zeros. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
sign(-6.0) # Returns -1
sign(0.0) # Returns 0
sign(6.0) # Returns 1
- sign(Vector3(-6.0, 0.0, 6.0) # Returns (-1, 0, 1)
+ sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)
[/codeblock]
+ [b]Note:[/b] For better type safety, use [method signf], [method signi], [method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign].
</description>
</method>
<method name="signf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
- Returns the sign of [param x] as a float: -1.0 or 1.0. Returns 0.0 if [param x] is 0.
+ Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if [param x] is positive, and [code]0.0[/code] if if [param x] is zero.
[codeblock]
- sign(-6.0) # Returns -1.0
+ sign(-6.5) # Returns -1.0
sign(0.0) # Returns 0.0
- sign(6.0) # Returns 1.0
+ sign(6.5) # Returns 1.0
[/codeblock]
</description>
</method>
@@ -986,7 +1026,7 @@
<return type="int" />
<param index="0" name="x" type="int" />
<description>
- Returns the sign of [param x] as an integer: -1 or 1. Returns 0 if [param x] is 0.
+ Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] is positive, and [code]0[/code] if if [param x] is zero.
[codeblock]
sign(-6) # Returns -1
sign(0) # Returns 0
@@ -1036,16 +1076,46 @@
</description>
</method>
<method name="snapped">
+ <return type="Variant" />
+ <param index="0" name="x" type="Variant" />
+ <param index="1" name="step" type="Variant" />
+ <description>
+ Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ The returned value is the same type of [Variant] as [param step]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
+ [codeblock]
+ snapped(100, 32) # Returns 96
+ snapped(3.14159, 0.01) # Returns 3.14
+
+ snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)
+ [/codeblock]
+ See also [method ceil], [method floor], and [method round].
+ [b]Note:[/b] For better type safety, use [method snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or [method Vector4i.snapped].
+ </description>
+ </method>
+ <method name="snappedf">
<return type="float" />
<param index="0" name="x" type="float" />
<param index="1" name="step" type="float" />
<description>
- Snaps float value [param x] to a given [param step]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ A type-safe version of [method snapped], returning a [float].
[codeblock]
- snapped(100, 32) # Returns 96
- snapped(3.14159, 0.01) # Returns 3.14
+ snapped(32.0, 2.5) # Returns 32.5
+ snapped(3.14159, 0.01) # Returns 3.14
+ [/codeblock]
+ </description>
+ </method>
+ <method name="snappedi">
+ <return type="int" />
+ <param index="0" name="x" type="float" />
+ <param index="1" name="step" type="int" />
+ <description>
+ Returns the multiple of [param step] that is the closest to [param x].
+ A type-safe version of [method snapped], returning an [int].
+ [codeblock]
+ snapped(53, 16) # Returns 48
+ snapped(4096, 100) # Returns 4100
[/codeblock]
- See also [method ceil], [method floor], and [method round].
</description>
</method>
<method name="sqrt">
@@ -1054,9 +1124,11 @@
<description>
Returns the square root of [param x], where [param x] is a non-negative number.
[codeblock]
- sqrt(9) # Returns 3
+ sqrt(9) # Returns 3
+ sqrt(10.24) # Returns 3.2
+ sqrt(-1) # Returns NaN
[/codeblock]
- [b]Note:[/b] Negative values of [param x] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#.
+ [b]Note:[/b] Negative values of [param x] return NaN ("Not a Number"). in C#, if you need negative inputs, use [code]System.Numerics.Complex[/code].
</description>
</method>
<method name="step_decimals">
@@ -1065,30 +1137,27 @@
<description>
Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation.
[codeblock]
- # n is 0
- var n = step_decimals(5)
- # n is 4
- n = step_decimals(1.0005)
- # n is 9
- n = step_decimals(0.000000005)
+ var n = step_decimals(5) # n is 0
+ n = step_decimals(1.0005) # n is 4
+ n = step_decimals(0.000000005) # n is 9
[/codeblock]
</description>
</method>
<method name="str" qualifiers="vararg">
<return type="String" />
<description>
- Converts one or more arguments of any type to string in the best way possible.
+ Converts one or more arguments of any [Variant] type to [String] in the best way possible.
</description>
</method>
<method name="str_to_var">
<return type="Variant" />
<param index="0" name="string" type="String" />
<description>
- Converts a formatted [param string] that was returned by [method var_to_str] to the original value.
+ Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant].
[codeblock]
- var a = '{ "a": 1, "b": 2 }'
- var b = str_to_var(a)
- print(b["a"]) # Prints 1
+ var a = '{ "a": 1, "b": 2 }' # a is a String
+ var b = str_to_var(a) # b is a Dictionary
+ print(b["a"]) # Prints 1
[/codeblock]
</description>
</method>
@@ -1109,7 +1178,7 @@
Returns the hyperbolic tangent of [param x].
[codeblock]
var a = log(2.0) # Returns 0.693147
- tanh(a) # Returns 0.6
+ tanh(a) # Returns 0.6
[/codeblock]
</description>
</method>
@@ -1117,7 +1186,7 @@
<return type="int" />
<param index="0" name="variable" type="Variant" />
<description>
- Returns the internal type of the given Variant object, using the [enum Variant.Type] values.
+ Returns the internal type of the given [param variable], using the [enum Variant.Type] values.
[codeblock]
var json = JSON.new()
json.parse('["a", "b", "c"]')
@@ -1141,19 +1210,19 @@
<return type="PackedByteArray" />
<param index="0" name="variable" type="Variant" />
<description>
- Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include code). Deserialization can be done with [method bytes_to_var_with_objects].
+ Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include executable code). Deserialization can be done with [method bytes_to_var_with_objects].
</description>
</method>
<method name="var_to_str">
<return type="String" />
<param index="0" name="variable" type="Variant" />
<description>
- Converts a Variant [param variable] to a formatted string that can later be parsed using [method str_to_var].
+ Converts a [Variant] [param variable] to a formatted [String] that can then be parsed using [method str_to_var].
[codeblock]
a = { "a": 1, "b": 2 }
print(var_to_str(a))
[/codeblock]
- prints
+ Prints:
[codeblock]
{
"a": 1,
@@ -1166,7 +1235,7 @@
<return type="Variant" />
<param index="0" name="obj" type="Variant" />
<description>
- Returns a weak reference to an object, or [code]null[/code] if the argument is invalid.
+ Returns a weak reference to an object, or [code]null[/code] if [param obj] is invalid.
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
</description>
</method>
@@ -1176,9 +1245,8 @@
<param index="1" name="min" type="Variant" />
<param index="2" name="max" type="Variant" />
<description>
- Wraps the [Variant] [param value] between [param min] and [param max].
- Usable for creating loop-alike behavior or infinite surfaces.
- Variant types [int] and [float] (real) are supported. If any of the argument is [float] the result will be [float], otherwise it is [int].
+ Wraps the [Variant] [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
+ Variant types [int] and [float] are supported. If any of the arguments is [float] this function returns a [float], otherwise it returns an [int].
[codeblock]
var a = wrap(4, 5, 10)
# a is 9 (int)
@@ -1197,8 +1265,7 @@
<param index="1" name="min" type="float" />
<param index="2" name="max" type="float" />
<description>
- Wraps float [param value] between [param min] and [param max].
- Usable for creating loop-alike behavior or infinite surfaces.
+ Wraps the float [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
[codeblock]
# Infinite loop between 5.0 and 9.9
value = wrapf(value + 0.1, 5.0, 10.0)
@@ -1221,8 +1288,7 @@
<param index="1" name="min" type="int" />
<param index="2" name="max" type="int" />
<description>
- Wraps integer [param value] between [param min] and [param max].
- Usable for creating loop-alike behavior or infinite surfaces.
+ Wraps the integer [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
[codeblock]
# Infinite loop between 5 and 9
frame = wrapi(frame + 1, 5, 10)
@@ -1253,6 +1319,9 @@
<member name="EngineDebugger" type="EngineDebugger" setter="" getter="">
The [EngineDebugger] singleton.
</member>
+ <member name="GDExtensionManager" type="GDExtensionManager" setter="" getter="">
+ The [GDExtensionManager] singleton.
+ </member>
<member name="Geometry2D" type="Geometry2D" setter="" getter="">
The [Geometry2D] singleton.
</member>
@@ -1275,15 +1344,13 @@
The [JavaClassWrapper] singleton.
[b]Note:[/b] Only implemented on Android.
</member>
- <member name="JavaScript" type="JavaScript" setter="" getter="">
- The [JavaScript] singleton.
+ <member name="JavaScriptBridge" type="JavaScriptBridge" setter="" getter="">
+ The [JavaScriptBridge] singleton.
[b]Note:[/b] Only implemented on the Web platform.
</member>
<member name="Marshalls" type="Marshalls" setter="" getter="">
The [Marshalls] singleton.
</member>
- <member name="NativeExtensionManager" type="NativeExtensionManager" setter="" getter="">
- </member>
<member name="NavigationMeshGenerator" type="NavigationMeshGenerator" setter="" getter="">
The [NavigationMeshGenerator] singleton.
</member>
@@ -1302,9 +1369,15 @@
<member name="PhysicsServer2D" type="PhysicsServer2D" setter="" getter="">
The [PhysicsServer2D] singleton.
</member>
+ <member name="PhysicsServer2DManager" type="PhysicsServer2DManager" setter="" getter="">
+ The [PhysicsServer2DManager] singleton.
+ </member>
<member name="PhysicsServer3D" type="PhysicsServer3D" setter="" getter="">
The [PhysicsServer3D] singleton.
</member>
+ <member name="PhysicsServer3DManager" type="PhysicsServer3DManager" setter="" getter="">
+ The [PhysicsServer3DManager] singleton.
+ </member>
<member name="ProjectSettings" type="ProjectSettings" setter="" getter="">
The [ProjectSettings] singleton.
</member>
@@ -1371,8 +1444,10 @@
General horizontal alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
</constant>
<constant name="CLOCKWISE" value="0" enum="ClockDirection">
+ Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]).
</constant>
<constant name="COUNTERCLOCKWISE" value="1" enum="ClockDirection">
+ Counter-clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]).
</constant>
<constant name="HORIZONTAL_ALIGNMENT_LEFT" value="0" enum="HorizontalAlignment">
Horizontal left alignment, usually for text-derived classes.
@@ -1404,6 +1479,9 @@
<constant name="INLINE_ALIGNMENT_CENTER_TO" value="1" enum="InlineAlignment">
Aligns the center of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
</constant>
+ <constant name="INLINE_ALIGNMENT_BASELINE_TO" value="3" enum="InlineAlignment">
+ Aligns the baseline (user defined) of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
+ </constant>
<constant name="INLINE_ALIGNMENT_BOTTOM_TO" value="2" enum="InlineAlignment">
Aligns the bottom of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
</constant>
@@ -1434,388 +1512,406 @@
<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
+ <constant name="EULER_ORDER_XYZ" value="0" enum="EulerOrder">
+ Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
+ </constant>
+ <constant name="EULER_ORDER_XZY" value="1" enum="EulerOrder">
+ Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
+ </constant>
+ <constant name="EULER_ORDER_YXZ" value="2" enum="EulerOrder">
+ Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_YZX" value="3" enum="EulerOrder">
+ Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_ZXY" value="4" enum="EulerOrder">
+ Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
+ </constant>
+ <constant name="EULER_ORDER_ZYX" value="5" enum="EulerOrder">
+ Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
+ </constant>
<constant name="KEY_NONE" value="0" enum="Key">
Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
</constant>
- <constant name="KEY_SPECIAL" value="16777216" enum="Key">
+ <constant name="KEY_SPECIAL" value="4194304" enum="Key">
Keycodes with this bit applied are non-printable.
</constant>
- <constant name="KEY_ESCAPE" value="16777217" enum="Key">
+ <constant name="KEY_ESCAPE" value="4194305" enum="Key">
Escape key.
</constant>
- <constant name="KEY_TAB" value="16777218" enum="Key">
+ <constant name="KEY_TAB" value="4194306" enum="Key">
Tab key.
</constant>
- <constant name="KEY_BACKTAB" value="16777219" enum="Key">
+ <constant name="KEY_BACKTAB" value="4194307" enum="Key">
Shift + Tab key.
</constant>
- <constant name="KEY_BACKSPACE" value="16777220" enum="Key">
+ <constant name="KEY_BACKSPACE" value="4194308" enum="Key">
Backspace key.
</constant>
- <constant name="KEY_ENTER" value="16777221" enum="Key">
+ <constant name="KEY_ENTER" value="4194309" enum="Key">
Return key (on the main keyboard).
</constant>
- <constant name="KEY_KP_ENTER" value="16777222" enum="Key">
+ <constant name="KEY_KP_ENTER" value="4194310" enum="Key">
Enter key on the numeric keypad.
</constant>
- <constant name="KEY_INSERT" value="16777223" enum="Key">
+ <constant name="KEY_INSERT" value="4194311" enum="Key">
Insert key.
</constant>
- <constant name="KEY_DELETE" value="16777224" enum="Key">
+ <constant name="KEY_DELETE" value="4194312" enum="Key">
Delete key.
</constant>
- <constant name="KEY_PAUSE" value="16777225" enum="Key">
+ <constant name="KEY_PAUSE" value="4194313" enum="Key">
Pause key.
</constant>
- <constant name="KEY_PRINT" value="16777226" enum="Key">
+ <constant name="KEY_PRINT" value="4194314" enum="Key">
Print Screen key.
</constant>
- <constant name="KEY_SYSREQ" value="16777227" enum="Key">
+ <constant name="KEY_SYSREQ" value="4194315" enum="Key">
System Request key.
</constant>
- <constant name="KEY_CLEAR" value="16777228" enum="Key">
+ <constant name="KEY_CLEAR" value="4194316" enum="Key">
Clear key.
</constant>
- <constant name="KEY_HOME" value="16777229" enum="Key">
+ <constant name="KEY_HOME" value="4194317" enum="Key">
Home key.
</constant>
- <constant name="KEY_END" value="16777230" enum="Key">
+ <constant name="KEY_END" value="4194318" enum="Key">
End key.
</constant>
- <constant name="KEY_LEFT" value="16777231" enum="Key">
+ <constant name="KEY_LEFT" value="4194319" enum="Key">
Left arrow key.
</constant>
- <constant name="KEY_UP" value="16777232" enum="Key">
+ <constant name="KEY_UP" value="4194320" enum="Key">
Up arrow key.
</constant>
- <constant name="KEY_RIGHT" value="16777233" enum="Key">
+ <constant name="KEY_RIGHT" value="4194321" enum="Key">
Right arrow key.
</constant>
- <constant name="KEY_DOWN" value="16777234" enum="Key">
+ <constant name="KEY_DOWN" value="4194322" enum="Key">
Down arrow key.
</constant>
- <constant name="KEY_PAGEUP" value="16777235" enum="Key">
+ <constant name="KEY_PAGEUP" value="4194323" enum="Key">
Page Up key.
</constant>
- <constant name="KEY_PAGEDOWN" value="16777236" enum="Key">
+ <constant name="KEY_PAGEDOWN" value="4194324" enum="Key">
Page Down key.
</constant>
- <constant name="KEY_SHIFT" value="16777237" enum="Key">
+ <constant name="KEY_SHIFT" value="4194325" enum="Key">
Shift key.
</constant>
- <constant name="KEY_CTRL" value="16777238" enum="Key">
+ <constant name="KEY_CTRL" value="4194326" enum="Key">
Control key.
</constant>
- <constant name="KEY_META" value="16777239" enum="Key">
+ <constant name="KEY_META" value="4194327" enum="Key">
Meta key.
</constant>
- <constant name="KEY_ALT" value="16777240" enum="Key">
+ <constant name="KEY_ALT" value="4194328" enum="Key">
Alt key.
</constant>
- <constant name="KEY_CAPSLOCK" value="16777241" enum="Key">
+ <constant name="KEY_CAPSLOCK" value="4194329" enum="Key">
Caps Lock key.
</constant>
- <constant name="KEY_NUMLOCK" value="16777242" enum="Key">
+ <constant name="KEY_NUMLOCK" value="4194330" enum="Key">
Num Lock key.
</constant>
- <constant name="KEY_SCROLLLOCK" value="16777243" enum="Key">
+ <constant name="KEY_SCROLLLOCK" value="4194331" enum="Key">
Scroll Lock key.
</constant>
- <constant name="KEY_F1" value="16777244" enum="Key">
+ <constant name="KEY_F1" value="4194332" enum="Key">
F1 key.
</constant>
- <constant name="KEY_F2" value="16777245" enum="Key">
+ <constant name="KEY_F2" value="4194333" enum="Key">
F2 key.
</constant>
- <constant name="KEY_F3" value="16777246" enum="Key">
+ <constant name="KEY_F3" value="4194334" enum="Key">
F3 key.
</constant>
- <constant name="KEY_F4" value="16777247" enum="Key">
+ <constant name="KEY_F4" value="4194335" enum="Key">
F4 key.
</constant>
- <constant name="KEY_F5" value="16777248" enum="Key">
+ <constant name="KEY_F5" value="4194336" enum="Key">
F5 key.
</constant>
- <constant name="KEY_F6" value="16777249" enum="Key">
+ <constant name="KEY_F6" value="4194337" enum="Key">
F6 key.
</constant>
- <constant name="KEY_F7" value="16777250" enum="Key">
+ <constant name="KEY_F7" value="4194338" enum="Key">
F7 key.
</constant>
- <constant name="KEY_F8" value="16777251" enum="Key">
+ <constant name="KEY_F8" value="4194339" enum="Key">
F8 key.
</constant>
- <constant name="KEY_F9" value="16777252" enum="Key">
+ <constant name="KEY_F9" value="4194340" enum="Key">
F9 key.
</constant>
- <constant name="KEY_F10" value="16777253" enum="Key">
+ <constant name="KEY_F10" value="4194341" enum="Key">
F10 key.
</constant>
- <constant name="KEY_F11" value="16777254" enum="Key">
+ <constant name="KEY_F11" value="4194342" enum="Key">
F11 key.
</constant>
- <constant name="KEY_F12" value="16777255" enum="Key">
+ <constant name="KEY_F12" value="4194343" enum="Key">
F12 key.
</constant>
- <constant name="KEY_F13" value="16777256" enum="Key">
+ <constant name="KEY_F13" value="4194344" enum="Key">
F13 key.
</constant>
- <constant name="KEY_F14" value="16777257" enum="Key">
+ <constant name="KEY_F14" value="4194345" enum="Key">
F14 key.
</constant>
- <constant name="KEY_F15" value="16777258" enum="Key">
+ <constant name="KEY_F15" value="4194346" enum="Key">
F15 key.
</constant>
- <constant name="KEY_F16" value="16777259" enum="Key">
+ <constant name="KEY_F16" value="4194347" enum="Key">
F16 key.
</constant>
- <constant name="KEY_F17" value="16777260" enum="Key">
+ <constant name="KEY_F17" value="4194348" enum="Key">
F17 key.
</constant>
- <constant name="KEY_F18" value="16777261" enum="Key">
+ <constant name="KEY_F18" value="4194349" enum="Key">
F18 key.
</constant>
- <constant name="KEY_F19" value="16777262" enum="Key">
+ <constant name="KEY_F19" value="4194350" enum="Key">
F19 key.
</constant>
- <constant name="KEY_F20" value="16777263" enum="Key">
+ <constant name="KEY_F20" value="4194351" enum="Key">
F20 key.
</constant>
- <constant name="KEY_F21" value="16777264" enum="Key">
+ <constant name="KEY_F21" value="4194352" enum="Key">
F21 key.
</constant>
- <constant name="KEY_F22" value="16777265" enum="Key">
+ <constant name="KEY_F22" value="4194353" enum="Key">
F22 key.
</constant>
- <constant name="KEY_F23" value="16777266" enum="Key">
+ <constant name="KEY_F23" value="4194354" enum="Key">
F23 key.
</constant>
- <constant name="KEY_F24" value="16777267" enum="Key">
+ <constant name="KEY_F24" value="4194355" enum="Key">
F24 key.
</constant>
- <constant name="KEY_F25" value="16777268" enum="Key">
+ <constant name="KEY_F25" value="4194356" enum="Key">
F25 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F26" value="16777269" enum="Key">
+ <constant name="KEY_F26" value="4194357" enum="Key">
F26 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F27" value="16777270" enum="Key">
+ <constant name="KEY_F27" value="4194358" enum="Key">
F27 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F28" value="16777271" enum="Key">
+ <constant name="KEY_F28" value="4194359" enum="Key">
F28 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F29" value="16777272" enum="Key">
+ <constant name="KEY_F29" value="4194360" enum="Key">
F29 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F30" value="16777273" enum="Key">
+ <constant name="KEY_F30" value="4194361" enum="Key">
F30 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F31" value="16777274" enum="Key">
+ <constant name="KEY_F31" value="4194362" enum="Key">
F31 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F32" value="16777275" enum="Key">
+ <constant name="KEY_F32" value="4194363" enum="Key">
F32 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F33" value="16777276" enum="Key">
+ <constant name="KEY_F33" value="4194364" enum="Key">
F33 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F34" value="16777277" enum="Key">
+ <constant name="KEY_F34" value="4194365" enum="Key">
F34 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_F35" value="16777278" enum="Key">
+ <constant name="KEY_F35" value="4194366" enum="Key">
F35 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
- <constant name="KEY_KP_MULTIPLY" value="16777345" enum="Key">
+ <constant name="KEY_KP_MULTIPLY" value="4194433" enum="Key">
Multiply (*) key on the numeric keypad.
</constant>
- <constant name="KEY_KP_DIVIDE" value="16777346" enum="Key">
+ <constant name="KEY_KP_DIVIDE" value="4194434" enum="Key">
Divide (/) key on the numeric keypad.
</constant>
- <constant name="KEY_KP_SUBTRACT" value="16777347" enum="Key">
+ <constant name="KEY_KP_SUBTRACT" value="4194435" enum="Key">
Subtract (-) key on the numeric keypad.
</constant>
- <constant name="KEY_KP_PERIOD" value="16777348" enum="Key">
+ <constant name="KEY_KP_PERIOD" value="4194436" enum="Key">
Period (.) key on the numeric keypad.
</constant>
- <constant name="KEY_KP_ADD" value="16777349" enum="Key">
+ <constant name="KEY_KP_ADD" value="4194437" enum="Key">
Add (+) key on the numeric keypad.
</constant>
- <constant name="KEY_KP_0" value="16777350" enum="Key">
+ <constant name="KEY_KP_0" value="4194438" enum="Key">
Number 0 on the numeric keypad.
</constant>
- <constant name="KEY_KP_1" value="16777351" enum="Key">
+ <constant name="KEY_KP_1" value="4194439" enum="Key">
Number 1 on the numeric keypad.
</constant>
- <constant name="KEY_KP_2" value="16777352" enum="Key">
+ <constant name="KEY_KP_2" value="4194440" enum="Key">
Number 2 on the numeric keypad.
</constant>
- <constant name="KEY_KP_3" value="16777353" enum="Key">
+ <constant name="KEY_KP_3" value="4194441" enum="Key">
Number 3 on the numeric keypad.
</constant>
- <constant name="KEY_KP_4" value="16777354" enum="Key">
+ <constant name="KEY_KP_4" value="4194442" enum="Key">
Number 4 on the numeric keypad.
</constant>
- <constant name="KEY_KP_5" value="16777355" enum="Key">
+ <constant name="KEY_KP_5" value="4194443" enum="Key">
Number 5 on the numeric keypad.
</constant>
- <constant name="KEY_KP_6" value="16777356" enum="Key">
+ <constant name="KEY_KP_6" value="4194444" enum="Key">
Number 6 on the numeric keypad.
</constant>
- <constant name="KEY_KP_7" value="16777357" enum="Key">
+ <constant name="KEY_KP_7" value="4194445" enum="Key">
Number 7 on the numeric keypad.
</constant>
- <constant name="KEY_KP_8" value="16777358" enum="Key">
+ <constant name="KEY_KP_8" value="4194446" enum="Key">
Number 8 on the numeric keypad.
</constant>
- <constant name="KEY_KP_9" value="16777359" enum="Key">
+ <constant name="KEY_KP_9" value="4194447" enum="Key">
Number 9 on the numeric keypad.
</constant>
- <constant name="KEY_SUPER_L" value="16777280" enum="Key">
+ <constant name="KEY_SUPER_L" value="4194368" enum="Key">
Left Super key (Windows key).
</constant>
- <constant name="KEY_SUPER_R" value="16777281" enum="Key">
+ <constant name="KEY_SUPER_R" value="4194369" enum="Key">
Right Super key (Windows key).
</constant>
- <constant name="KEY_MENU" value="16777282" enum="Key">
+ <constant name="KEY_MENU" value="4194370" enum="Key">
Context menu key.
</constant>
- <constant name="KEY_HYPER_L" value="16777283" enum="Key">
+ <constant name="KEY_HYPER_L" value="4194371" enum="Key">
Left Hyper key.
</constant>
- <constant name="KEY_HYPER_R" value="16777284" enum="Key">
+ <constant name="KEY_HYPER_R" value="4194372" enum="Key">
Right Hyper key.
</constant>
- <constant name="KEY_HELP" value="16777285" enum="Key">
+ <constant name="KEY_HELP" value="4194373" enum="Key">
Help key.
</constant>
- <constant name="KEY_DIRECTION_L" value="16777286" enum="Key">
+ <constant name="KEY_DIRECTION_L" value="4194374" enum="Key">
Left Direction key.
</constant>
- <constant name="KEY_DIRECTION_R" value="16777287" enum="Key">
+ <constant name="KEY_DIRECTION_R" value="4194375" enum="Key">
Right Direction key.
</constant>
- <constant name="KEY_BACK" value="16777288" enum="Key">
+ <constant name="KEY_BACK" value="4194376" enum="Key">
Media back key. Not to be confused with the Back button on an Android device.
</constant>
- <constant name="KEY_FORWARD" value="16777289" enum="Key">
+ <constant name="KEY_FORWARD" value="4194377" enum="Key">
Media forward key.
</constant>
- <constant name="KEY_STOP" value="16777290" enum="Key">
+ <constant name="KEY_STOP" value="4194378" enum="Key">
Media stop key.
</constant>
- <constant name="KEY_REFRESH" value="16777291" enum="Key">
+ <constant name="KEY_REFRESH" value="4194379" enum="Key">
Media refresh key.
</constant>
- <constant name="KEY_VOLUMEDOWN" value="16777292" enum="Key">
+ <constant name="KEY_VOLUMEDOWN" value="4194380" enum="Key">
Volume down key.
</constant>
- <constant name="KEY_VOLUMEMUTE" value="16777293" enum="Key">
+ <constant name="KEY_VOLUMEMUTE" value="4194381" enum="Key">
Mute volume key.
</constant>
- <constant name="KEY_VOLUMEUP" value="16777294" enum="Key">
+ <constant name="KEY_VOLUMEUP" value="4194382" enum="Key">
Volume up key.
</constant>
- <constant name="KEY_BASSBOOST" value="16777295" enum="Key">
+ <constant name="KEY_BASSBOOST" value="4194383" enum="Key">
Bass Boost key.
</constant>
- <constant name="KEY_BASSUP" value="16777296" enum="Key">
+ <constant name="KEY_BASSUP" value="4194384" enum="Key">
Bass up key.
</constant>
- <constant name="KEY_BASSDOWN" value="16777297" enum="Key">
+ <constant name="KEY_BASSDOWN" value="4194385" enum="Key">
Bass down key.
</constant>
- <constant name="KEY_TREBLEUP" value="16777298" enum="Key">
+ <constant name="KEY_TREBLEUP" value="4194386" enum="Key">
Treble up key.
</constant>
- <constant name="KEY_TREBLEDOWN" value="16777299" enum="Key">
+ <constant name="KEY_TREBLEDOWN" value="4194387" enum="Key">
Treble down key.
</constant>
- <constant name="KEY_MEDIAPLAY" value="16777300" enum="Key">
+ <constant name="KEY_MEDIAPLAY" value="4194388" enum="Key">
Media play key.
</constant>
- <constant name="KEY_MEDIASTOP" value="16777301" enum="Key">
+ <constant name="KEY_MEDIASTOP" value="4194389" enum="Key">
Media stop key.
</constant>
- <constant name="KEY_MEDIAPREVIOUS" value="16777302" enum="Key">
+ <constant name="KEY_MEDIAPREVIOUS" value="4194390" enum="Key">
Previous song key.
</constant>
- <constant name="KEY_MEDIANEXT" value="16777303" enum="Key">
+ <constant name="KEY_MEDIANEXT" value="4194391" enum="Key">
Next song key.
</constant>
- <constant name="KEY_MEDIARECORD" value="16777304" enum="Key">
+ <constant name="KEY_MEDIARECORD" value="4194392" enum="Key">
Media record key.
</constant>
- <constant name="KEY_HOMEPAGE" value="16777305" enum="Key">
+ <constant name="KEY_HOMEPAGE" value="4194393" enum="Key">
Home page key.
</constant>
- <constant name="KEY_FAVORITES" value="16777306" enum="Key">
+ <constant name="KEY_FAVORITES" value="4194394" enum="Key">
Favorites key.
</constant>
- <constant name="KEY_SEARCH" value="16777307" enum="Key">
+ <constant name="KEY_SEARCH" value="4194395" enum="Key">
Search key.
</constant>
- <constant name="KEY_STANDBY" value="16777308" enum="Key">
+ <constant name="KEY_STANDBY" value="4194396" enum="Key">
Standby key.
</constant>
- <constant name="KEY_OPENURL" value="16777309" enum="Key">
+ <constant name="KEY_OPENURL" value="4194397" enum="Key">
Open URL / Launch Browser key.
</constant>
- <constant name="KEY_LAUNCHMAIL" value="16777310" enum="Key">
+ <constant name="KEY_LAUNCHMAIL" value="4194398" enum="Key">
Launch Mail key.
</constant>
- <constant name="KEY_LAUNCHMEDIA" value="16777311" enum="Key">
+ <constant name="KEY_LAUNCHMEDIA" value="4194399" enum="Key">
Launch Media key.
</constant>
- <constant name="KEY_LAUNCH0" value="16777312" enum="Key">
+ <constant name="KEY_LAUNCH0" value="4194400" enum="Key">
Launch Shortcut 0 key.
</constant>
- <constant name="KEY_LAUNCH1" value="16777313" enum="Key">
+ <constant name="KEY_LAUNCH1" value="4194401" enum="Key">
Launch Shortcut 1 key.
</constant>
- <constant name="KEY_LAUNCH2" value="16777314" enum="Key">
+ <constant name="KEY_LAUNCH2" value="4194402" enum="Key">
Launch Shortcut 2 key.
</constant>
- <constant name="KEY_LAUNCH3" value="16777315" enum="Key">
+ <constant name="KEY_LAUNCH3" value="4194403" enum="Key">
Launch Shortcut 3 key.
</constant>
- <constant name="KEY_LAUNCH4" value="16777316" enum="Key">
+ <constant name="KEY_LAUNCH4" value="4194404" enum="Key">
Launch Shortcut 4 key.
</constant>
- <constant name="KEY_LAUNCH5" value="16777317" enum="Key">
+ <constant name="KEY_LAUNCH5" value="4194405" enum="Key">
Launch Shortcut 5 key.
</constant>
- <constant name="KEY_LAUNCH6" value="16777318" enum="Key">
+ <constant name="KEY_LAUNCH6" value="4194406" enum="Key">
Launch Shortcut 6 key.
</constant>
- <constant name="KEY_LAUNCH7" value="16777319" enum="Key">
+ <constant name="KEY_LAUNCH7" value="4194407" enum="Key">
Launch Shortcut 7 key.
</constant>
- <constant name="KEY_LAUNCH8" value="16777320" enum="Key">
+ <constant name="KEY_LAUNCH8" value="4194408" enum="Key">
Launch Shortcut 8 key.
</constant>
- <constant name="KEY_LAUNCH9" value="16777321" enum="Key">
+ <constant name="KEY_LAUNCH9" value="4194409" enum="Key">
Launch Shortcut 9 key.
</constant>
- <constant name="KEY_LAUNCHA" value="16777322" enum="Key">
+ <constant name="KEY_LAUNCHA" value="4194410" enum="Key">
Launch Shortcut A key.
</constant>
- <constant name="KEY_LAUNCHB" value="16777323" enum="Key">
+ <constant name="KEY_LAUNCHB" value="4194411" enum="Key">
Launch Shortcut B key.
</constant>
- <constant name="KEY_LAUNCHC" value="16777324" enum="Key">
+ <constant name="KEY_LAUNCHC" value="4194412" enum="Key">
Launch Shortcut C key.
</constant>
- <constant name="KEY_LAUNCHD" value="16777325" enum="Key">
+ <constant name="KEY_LAUNCHD" value="4194413" enum="Key">
Launch Shortcut D key.
</constant>
- <constant name="KEY_LAUNCHE" value="16777326" enum="Key">
+ <constant name="KEY_LAUNCHE" value="4194414" enum="Key">
Launch Shortcut E key.
</constant>
- <constant name="KEY_LAUNCHF" value="16777327" enum="Key">
+ <constant name="KEY_LAUNCHF" value="4194415" enum="Key">
Launch Shortcut F key.
</constant>
- <constant name="KEY_UNKNOWN" value="33554431" enum="Key">
+ <constant name="KEY_UNKNOWN" value="16777215" enum="Key">
Unknown key.
</constant>
<constant name="KEY_SPACE" value="32" enum="Key">
@@ -1867,34 +1963,34 @@
/ key.
</constant>
<constant name="KEY_0" value="48" enum="Key">
- Number 0.
+ Number 0 key.
</constant>
<constant name="KEY_1" value="49" enum="Key">
- Number 1.
+ Number 1 key.
</constant>
<constant name="KEY_2" value="50" enum="Key">
- Number 2.
+ Number 2 key.
</constant>
<constant name="KEY_3" value="51" enum="Key">
- Number 3.
+ Number 3 key.
</constant>
<constant name="KEY_4" value="52" enum="Key">
- Number 4.
+ Number 4 key.
</constant>
<constant name="KEY_5" value="53" enum="Key">
- Number 5.
+ Number 5 key.
</constant>
<constant name="KEY_6" value="54" enum="Key">
- Number 6.
+ Number 6 key.
</constant>
<constant name="KEY_7" value="55" enum="Key">
- Number 7.
+ Number 7 key.
</constant>
<constant name="KEY_8" value="56" enum="Key">
- Number 8.
+ Number 8 key.
</constant>
<constant name="KEY_9" value="57" enum="Key">
- Number 9.
+ Number 9 key.
</constant>
<constant name="KEY_COLON" value="58" enum="Key">
: key.
@@ -2223,27 +2319,27 @@
<constant name="KEY_YDIAERESIS" value="255" enum="Key">
ÿ key.
</constant>
- <constant name="KEY_CODE_MASK" value="33554431" enum="KeyModifierMask">
+ <constant name="KEY_CODE_MASK" value="8388607" enum="KeyModifierMask">
Key Code mask.
</constant>
- <constant name="KEY_MODIFIER_MASK" value="2130706432" enum="KeyModifierMask">
+ <constant name="KEY_MODIFIER_MASK" value="532676608" enum="KeyModifierMask">
Modifier key mask.
</constant>
+ <constant name="KEY_MASK_CMD_OR_CTRL" value="16777216" enum="KeyModifierMask">
+ Automatically remapped to [constant KEY_META] on macOS and [constant KEY_CTRL] on other platforms, this mask is never set in the actual events, and should be used for key mapping only.
+ </constant>
<constant name="KEY_MASK_SHIFT" value="33554432" enum="KeyModifierMask">
Shift key mask.
</constant>
<constant name="KEY_MASK_ALT" value="67108864" enum="KeyModifierMask">
- Alt key mask.
+ Alt or Option (on macOS) key mask.
</constant>
<constant name="KEY_MASK_META" value="134217728" enum="KeyModifierMask">
- Meta key mask.
+ Command (on macOS) or Meta/Windows key mask.
</constant>
<constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask">
Ctrl key mask.
</constant>
- <constant name="KEY_MASK_CMD" value="platform-dependent" enum="KeyModifierMask">
- Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This mask should be preferred to [constant KEY_MASK_META] or [constant KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly.
- </constant>
<constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask">
Keypad key mask.
</constant>
@@ -2254,10 +2350,10 @@
Enum value which doesn't correspond to any mouse button. This is used to initialize [enum MouseButton] properties with a generic state.
</constant>
<constant name="MOUSE_BUTTON_LEFT" value="1" enum="MouseButton">
- Left mouse button.
+ Primary mouse button, usually assigned to the left button.
</constant>
<constant name="MOUSE_BUTTON_RIGHT" value="2" enum="MouseButton">
- Right mouse button.
+ Secondary mouse button, usually assigned to the right button.
</constant>
<constant name="MOUSE_BUTTON_MIDDLE" value="3" enum="MouseButton">
Middle mouse button.
@@ -2275,16 +2371,16 @@
Mouse wheel right button (only present on some mice).
</constant>
<constant name="MOUSE_BUTTON_XBUTTON1" value="8" enum="MouseButton">
- Extra mouse button 1 (only present on some mice).
+ Extra mouse button 1. This is sometimes present, usually to the sides of the mouse.
</constant>
<constant name="MOUSE_BUTTON_XBUTTON2" value="9" enum="MouseButton">
- Extra mouse button 2 (only present on some mice).
+ Extra mouse button 2. This is sometimes present, usually to the sides of the mouse.
</constant>
<constant name="MOUSE_BUTTON_MASK_LEFT" value="1" enum="MouseButton">
- Left mouse button mask.
+ Primary mouse button mask, usually for the left button.
</constant>
<constant name="MOUSE_BUTTON_MASK_RIGHT" value="2" enum="MouseButton">
- Right mouse button mask.
+ Secondary mouse button mask, usually for the right button.
</constant>
<constant name="MOUSE_BUTTON_MASK_MIDDLE" value="4" enum="MouseButton">
Middle mouse button mask.
@@ -2344,7 +2440,7 @@
Game controller D-pad right button.
</constant>
<constant name="JOY_BUTTON_MISC1" value="15" enum="JoyButton">
- Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo capture button.
+ Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo Switch capture button.
</constant>
<constant name="JOY_BUTTON_PADDLE1" value="16" enum="JoyButton">
Game controller SDL paddle 1 button.
@@ -2366,9 +2462,9 @@
</constant>
<constant name="JOY_BUTTON_MAX" value="128" enum="JoyButton">
The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:
- - Android: Up to 36 buttons.
- - Linux: Up to 80 buttons.
- - Windows and macOS: Up to 128 buttons.
+ - [b]Android:[/b] Up to 36 buttons.
+ - [b]Linux:[/b] Up to 80 buttons.
+ - [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons.
</constant>
<constant name="JOY_AXIS_INVALID" value="-1" enum="JoyAxis">
An invalid game controller axis.
@@ -2455,16 +2551,19 @@
MIDI system reset message. Reset all receivers in the system to power-up status. It should not be sent on power-up itself.
</constant>
<constant name="OK" value="0" enum="Error">
- Methods that return [enum Error] return [constant OK] when no error occurred. Note that many functions don't return an error code but will print error messages to standard output.
- Since [constant OK] has value 0, and all other failure codes are positive integers, it can also be used in boolean checks, e.g.:
+ Methods that return [enum Error] return [constant OK] when no error occurred.
+ Since [constant OK] has value 0, and all other error constants are positive integers, it can also be used in boolean checks.
+ [b]Example:[/b]
[codeblock]
- var err = method_that_returns_error()
- if err != OK:
- print("Failure!")
- # Or, equivalent:
- if err:
- print("Still failing!")
+ var error = method_that_returns_error()
+ if error != OK:
+ printerr("Failure!")
+
+ # Or, alternatively:
+ if error:
+ printerr("Still failing!")
[/codeblock]
+ [b]Note:[/b] Many functions do not return an error code, but will print error messages to standard output.
</constant>
<constant name="FAILED" value="1" enum="Error">
Generic error.
@@ -2602,162 +2701,159 @@
Skip error.
</constant>
<constant name="ERR_HELP" value="46" enum="Error">
- Help error.
+ Help error. Used internally when passing [code]--version[/code] or [code]--help[/code] as executable options.
</constant>
<constant name="ERR_BUG" value="47" enum="Error">
- Bug error.
+ Bug error, caused by an implementation issue in the method.
+ [b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/url].
</constant>
<constant name="ERR_PRINTER_ON_FIRE" value="48" enum="Error">
- Printer on fire error. (This is an easter egg, no engine methods return this error code.)
+ Printer on fire error (This is an easter egg, no built-in methods return this error code).
</constant>
<constant name="PROPERTY_HINT_NONE" value="0" enum="PropertyHint">
- No hint for the edited property.
+ The property has no hint for the editor.
</constant>
<constant name="PROPERTY_HINT_RANGE" value="1" enum="PropertyHint">
- Hints that an integer or float property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,or_greater,or_less"[/code].
- Additionally, other keywords can be included: [code]"exp"[/code] for exponential range editing, [code]"radians"[/code] for editing radian angles in degrees, [code]"degrees"[/code] to hint at an angle and [code]"no_slider"[/code] to hide the slider.
+ Hints that an [int] or [float] property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values.
+ [b]Example:[/b] [code]"-360,360,1,or_greater,or_less"[/code].
+ Additionally, other keywords can be included: [code]"exp"[/code] for exponential range editing, [code]"radians"[/code] for editing radian angles in degrees, [code]"degrees"[/code] to hint at an angle and [code]"hide_slider"[/code] to hide the slider.
</constant>
<constant name="PROPERTY_HINT_ENUM" value="2" enum="PropertyHint">
- Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string.
- The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code].
+ Hints that an [int], [float], or [String] property is an enumerated value to pick in a list specified via a hint string.
+ The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code].
</constant>
<constant name="PROPERTY_HINT_ENUM_SUGGESTION" value="3" enum="PropertyHint">
- Hints that a string property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
- Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.
+ Hints that a [String] property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
+ Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.
</constant>
<constant name="PROPERTY_HINT_EXP_EASING" value="4" enum="PropertyHint">
- Hints that a float property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"positive_only"[/code] to exclude in/out easing and limit values to be greater than or equal to zero.
+ Hints that a [float] property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"positive_only"[/code] to exclude in/out easing and limit values to be greater than or equal to zero.
</constant>
<constant name="PROPERTY_HINT_LINK" value="5" enum="PropertyHint">
- Hints that a vector property should allow linking values (e.g. to edit both [code]x[/code] and [code]y[/code] together).
+ Hints that a vector property should allow its components to be linked. For example, this allows [member Vector2.x] and [member Vector2.y] to be edited together.
</constant>
<constant name="PROPERTY_HINT_FLAGS" value="6" enum="PropertyHint">
- Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code].
+ Hints that an [int] property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code].
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="7" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 2D render layers.
+ Hints that an [int] property is a bitmask using the optionally named 2D render layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="8" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 2D physics layers.
+ Hints that an [int] property is a bitmask using the optionally named 2D physics layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_NAVIGATION" value="9" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 2D navigation layers.
+ Hints that an [int] property is a bitmask using the optionally named 2D navigation layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="10" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 3D render layers.
+ Hints that an [int] property is a bitmask using the optionally named 3D render layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="11" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 3D physics layers.
+ Hints that an [int] property is a bitmask using the optionally named 3D physics layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="12" enum="PropertyHint">
- Hints that an integer property is a bitmask using the optionally named 3D navigation layers.
+ Hints that an [int] property is a bitmask using the optionally named 3D navigation layers.
</constant>
<constant name="PROPERTY_HINT_FILE" value="13" enum="PropertyHint">
- Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
+ Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
</constant>
<constant name="PROPERTY_HINT_DIR" value="14" enum="PropertyHint">
- Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path.
+ Hints that a [String] property is a path to a directory. Editing it will show a file dialog for picking the path.
</constant>
<constant name="PROPERTY_HINT_GLOBAL_FILE" value="15" enum="PropertyHint">
- Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
+ Hints that a [String] property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards, like [code]"*.png,*.jpg"[/code].
</constant>
<constant name="PROPERTY_HINT_GLOBAL_DIR" value="16" enum="PropertyHint">
- Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
+ Hints that a [String] property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
</constant>
<constant name="PROPERTY_HINT_RESOURCE_TYPE" value="17" enum="PropertyHint">
Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
</constant>
<constant name="PROPERTY_HINT_MULTILINE_TEXT" value="18" enum="PropertyHint">
- Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
+ Hints that a [String] property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
</constant>
<constant name="PROPERTY_HINT_EXPRESSION" value="19" enum="PropertyHint">
- Hints that a string property is an [Expression].
+ Hints that a [String] property is an [Expression].
</constant>
<constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="20" enum="PropertyHint">
- Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
+ Hints that a [String] property should show a placeholder text on its input field, if empty. The hint string is the placeholder text to use.
</constant>
<constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="21" enum="PropertyHint">
- Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.
- </constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="22" enum="PropertyHint">
- Hints that an image is compressed using lossy compression.
- </constant>
- <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="23" enum="PropertyHint">
- Hints that an image is compressed using lossless compression.
+ Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable).
</constant>
- <constant name="PROPERTY_HINT_OBJECT_ID" value="24" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_OBJECT_ID" value="22" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_TYPE_STRING" value="25" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_TYPE_STRING" value="23" enum="PropertyHint">
Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance:
[codeblock]
- hint_string = "%s:" % [TYPE_INT] # Array of inteters.
+ hint_string = "%s:" % [TYPE_INT] # Array of integers.
hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats.
hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources.
hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources.
[/codeblock]
- [b]Note:[/b] The final colon is required to specify for properly detecting built-in types.
+ [b]Note:[/b] The final colon is required for properly detecting built-in types.
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="24" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="27" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="25" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="28" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="26" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="29" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="27" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="30" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="28" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="31" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="29" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="32" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="30" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="33" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="31" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="34" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="32" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="35" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="33" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="36" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="34" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_SAVE_FILE" value="37" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_SAVE_FILE" value="35" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="38" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="36" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="37" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_INT_IS_POINTER" value="41" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_INT_IS_POINTER" value="38" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_ARRAY_TYPE" value="40" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_ARRAY_TYPE" value="39" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LOCALE_ID" value="40" enum="PropertyHint">
Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
</constant>
- <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="41" enum="PropertyHint">
Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
</constant>
- <constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_NODE_TYPE" value="42" enum="PropertyHint">
</constant>
- <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="45" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="43" enum="PropertyHint">
Hints that a quaternion property should disable the temporary euler editor.
</constant>
- <constant name="PROPERTY_HINT_PASSWORD" value="46" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PASSWORD" value="44" enum="PropertyHint">
Hints that a string property is a password, and every character is replaced with the secret character.
</constant>
- <constant name="PROPERTY_HINT_MAX" value="47" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
+ The property is not stored, and does not display in the editor. This is the default for non-exported properties.
</constant>
<constant name="PROPERTY_USAGE_STORAGE" value="2" enum="PropertyUsageFlags">
The property is serialized and saved in the scene file (default).
</constant>
<constant name="PROPERTY_USAGE_EDITOR" value="4" enum="PropertyUsageFlags">
- The property is shown in the editor inspector (default).
+ The property is shown in the [EditorInspector] (default).
</constant>
<constant name="PROPERTY_USAGE_CHECKABLE" value="8" enum="PropertyUsageFlags">
- The property can be checked in the editor inspector.
+ The property can be checked in the [EditorInspector].
</constant>
<constant name="PROPERTY_USAGE_CHECKED" value="16" enum="PropertyUsageFlags">
- The property is checked in the editor inspector.
+ The property is checked in the [EditorInspector].
</constant>
<constant name="PROPERTY_USAGE_INTERNATIONALIZED" value="32" enum="PropertyUsageFlags">
The property is a translatable string.
@@ -2784,35 +2880,39 @@
</constant>
<constant name="PROPERTY_USAGE_STORE_IF_NULL" value="8192" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_ANIMATE_AS_TRIGGER" value="16384" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="16384" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="32768" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="65536" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="65536" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="131072" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="131072" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="262144" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_INTERNAL" value="262144" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_INTERNAL" value="524288" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="524288" enum="PropertyUsageFlags">
+ If the property is a [Resource], a new copy of it is always created when calling [method Node.duplicate] or [method Resource.duplicate].
</constant>
- <constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="1048576" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="1048576" enum="PropertyUsageFlags">
+ The property is only shown in the editor if modern renderers are supported (GLES3 is excluded).
</constant>
- <constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="2097152" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="4194304" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="8388608" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="16777216" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="33554432" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="67108864" enum="PropertyUsageFlags">
</constant>
- <constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_READ_ONLY" value="134217728" enum="PropertyUsageFlags">
+ The property is read-only in the [EditorInspector].
</constant>
- <constant name="PROPERTY_USAGE_ARRAY" value="536870912" enum="PropertyUsageFlags">
+ <constant name="PROPERTY_USAGE_ARRAY" value="268435456" enum="PropertyUsageFlags">
+ The property is an array.
</constant>
<constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags">
Default usage (storage, editor and network).
@@ -2836,14 +2936,16 @@
Flag for a virtual method.
</constant>
<constant name="METHOD_FLAG_VARARG" value="16" enum="MethodFlags">
+ Flag for a method with a variable number of arguments.
</constant>
<constant name="METHOD_FLAG_STATIC" value="32" enum="MethodFlags">
+ Flag for a static method.
</constant>
<constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags">
- Used internally. Allows to not dump core virtuals such as [code]_notification[/code] to the JSON API.
+ Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API.
</constant>
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags">
- Default method flags.
+ Default method flags (normal).
</constant>
<constant name="TYPE_NIL" value="0" enum="Variant.Type">
Variable is [code]null[/code].
@@ -2855,7 +2957,7 @@
Variable is of type [int].
</constant>
<constant name="TYPE_FLOAT" value="3" enum="Variant.Type">
- Variable is of type [float] (real).
+ Variable is of type [float].
</constant>
<constant name="TYPE_STRING" value="4" enum="Variant.Type">
Variable is of type [String].
@@ -2882,8 +2984,10 @@
Variable is of type [Transform2D].
</constant>
<constant name="TYPE_VECTOR4" value="12" enum="Variant.Type">
+ Variable is of type [Vector4].
</constant>
<constant name="TYPE_VECTOR4I" value="13" enum="Variant.Type">
+ Variable is of type [Vector4i].
</constant>
<constant name="TYPE_PLANE" value="14" enum="Variant.Type">
Variable is of type [Plane].
@@ -2901,6 +3005,7 @@
Variable is of type [Transform3D].
</constant>
<constant name="TYPE_PROJECTION" value="19" enum="Variant.Type">
+ Variable is of type [Projection].
</constant>
<constant name="TYPE_COLOR" value="20" enum="Variant.Type">
Variable is of type [Color].
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index e2e4e7c61d..ca454cafa3 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -142,24 +142,24 @@
Returns a copy of the [AABB] grown a given number of units towards all the sides.
</description>
</method>
- <method name="has_no_surface" qualifiers="const">
+ <method name="has_point" qualifiers="const">
<return type="bool" />
+ <param index="0" name="point" type="Vector3" />
<description>
- Returns [code]true[/code] if the [AABB] is empty.
+ Returns [code]true[/code] if the [AABB] contains a point. Points on the faces of the AABB are considered included, though float-point precision errors may impact the accuracy of such checks.
+ [b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent [AABB] to check for contained points.
</description>
</method>
- <method name="has_no_volume" qualifiers="const">
+ <method name="has_surface" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the [AABB] is flat or empty.
+ Returns [code]true[/code] if the [AABB] has a surface or a length, and [code]false[/code] if the [AABB] is empty (all components of [member size] are zero or negative).
</description>
</method>
- <method name="has_point" qualifiers="const">
+ <method name="has_volume" qualifiers="const">
<return type="bool" />
- <param index="0" name="point" type="Vector3" />
<description>
- Returns [code]true[/code] if the [AABB] contains a point. Points on the faces of the AABB are considered included, though float-point precision errors may impact the accuracy of such checks.
- [b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent [AABB] to check for contained points.
+ Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] if the [AABB] is flat, empty, or has a negative [member size].
</description>
</method>
<method name="intersection" qualifiers="const">
@@ -188,6 +188,7 @@
<param index="0" name="from" type="Vector3" />
<param index="1" name="dir" type="Vector3" />
<description>
+ Returns [code]true[/code] if the given ray intersects with this [AABB]. Ray length is infinite.
</description>
</method>
<method name="intersects_segment" qualifiers="const">
@@ -205,6 +206,12 @@
Returns [code]true[/code] if this [AABB] and [param aabb] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this [AABB] is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="merge" qualifiers="const">
<return type="AABB" />
<param index="0" name="with" type="AABB" />
diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml
index 69cd54a79b..7f582e4be7 100644
--- a/doc/classes/AESContext.xml
+++ b/doc/classes/AESContext.xml
@@ -45,6 +45,7 @@
public class Example : Node
{
public AESContext Aes = new AESContext();
+
public override void _Ready()
{
string key = "My secret key!!!"; // Key must be either 16 or 32 bytes.
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 6e76df647e..2414b068e6 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -271,7 +271,7 @@
<return type="void" />
<param index="0" name="num_nodes" type="int" />
<description>
- Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity.
+ Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.
</description>
</method>
<method name="set_point_disabled">
diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml
index 45b1019bab..4e8394195d 100644
--- a/doc/classes/AStar3D.xml
+++ b/doc/classes/AStar3D.xml
@@ -298,7 +298,7 @@
<return type="void" />
<param index="0" name="num_nodes" type="int" />
<description>
- Reserves space internally for [param num_nodes] points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity.
+ Reserves space internally for [param num_nodes] points. Useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.
</description>
</method>
<method name="set_point_disabled">
diff --git a/doc/classes/AStarGrid2D.xml b/doc/classes/AStarGrid2D.xml
index ae696eb468..bffa395770 100644
--- a/doc/classes/AStarGrid2D.xml
+++ b/doc/classes/AStarGrid2D.xml
@@ -1,8 +1,29 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AStarGrid2D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ A* (or "A-Star") pathfinding tailored to find the shortest paths on 2D grids.
</brief_description>
<description>
+ Compared to [AStar2D] you don't need to manually create points or connect them together. It also supports multiple type of heuristics and modes for diagonal movement. This class also provides a jumping mode which is faster to calculate than without it in the [AStar2D] class.
+ In contrast to [AStar2D], you only need set the [member size] of the grid, optionally set the [member cell_size] and then call the [method update] method:
+ [codeblocks]
+ [gdscript]
+ var astar_grid = AStarGrid2D.new()
+ astar_grid.size = Vector2i(32, 32)
+ astar_grid.cell_size = Vector2(16, 16)
+ astar_grid.update()
+ print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
+ print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
+ [/gdscript]
+ [csharp]
+ AStarGrid2D astarGrid = new AStarGrid2D();
+ astarGrid.Size = new Vector2i(32, 32);
+ astarGrid.CellSize = new Vector2i(16, 16);
+ astarGrid.Update();
+ GD.Print(astarGrid.GetIdPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
+ GD.Print(astarGrid.GetPointPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>
@@ -12,6 +33,8 @@
<param index="0" name="from_id" type="Vector2i" />
<param index="1" name="to_id" type="Vector2i" />
<description>
+ Called when computing the cost between two connected points.
+ Note that this function is hidden in the default [code]AStarGrid2D[/code] class.
</description>
</method>
<method name="_estimate_cost" qualifiers="virtual const">
@@ -19,18 +42,22 @@
<param index="0" name="from_id" type="Vector2i" />
<param index="1" name="to_id" type="Vector2i" />
<description>
+ Called when estimating the cost between a point and the path's ending point.
+ Note that this function is hidden in the default [code]AStarGrid2D[/code] class.
</description>
</method>
<method name="clear">
<return type="void" />
<description>
+ Clears the grid and sets the [member size] to [constant Vector2i.ZERO].
</description>
</method>
<method name="get_id_path">
- <return type="PackedVector2Array" />
+ <return type="Vector2i[]" />
<param index="0" name="from_id" type="Vector2i" />
<param index="1" name="to_id" type="Vector2i" />
<description>
+ Returns an array with the IDs of the points that form the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path.
</description>
</method>
<method name="get_point_path">
@@ -38,11 +65,14 @@
<param index="0" name="from_id" type="Vector2i" />
<param index="1" name="to_id" type="Vector2i" />
<description>
+ Returns an array with the points that are in the path found by AStarGrid2D between the given points. The array is ordered from the starting point to the ending point of the path.
+ [b]Note:[/b] This method is not thread-safe. If called from a [Thread], it will return an empty [PackedVector3Array] and will print an error message.
</description>
</method>
<method name="is_dirty" qualifiers="const">
<return type="bool" />
<description>
+ Indicates that the grid parameters were changed and [method update] needs to be called.
</description>
</method>
<method name="is_in_bounds" qualifiers="const">
@@ -50,18 +80,21 @@
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<description>
+ Returns [code]true[/code] if the [param x] and [param y] is a valid grid coordinate (id).
</description>
</method>
<method name="is_in_boundsv" qualifiers="const">
<return type="bool" />
<param index="0" name="id" type="Vector2i" />
<description>
+ Returns [code]true[/code] if the [param id] vector is a valid grid coordinate.
</description>
</method>
<method name="is_point_solid" qualifiers="const">
<return type="bool" />
<param index="0" name="id" type="Vector2i" />
<description>
+ Returns [code]true[/code] if a point is disabled for pathfinding. By default, all points are enabled.
</description>
</method>
<method name="set_point_solid">
@@ -69,48 +102,90 @@
<param index="0" name="id" type="Vector2i" />
<param index="1" name="solid" type="bool" default="true" />
<description>
+ Disables or enables the specified point for pathfinding. Useful for making an obstacle. By default, all points are enabled.
+ [b]Note:[/b] Calling [method update] is not needed after the call of this function.
</description>
</method>
<method name="update">
<return type="void" />
<description>
+ Updates the internal state of the grid according to the parameters to prepare it to search the path. Needs to be called if parameters like [member size], [member cell_size] or [member offset] are changed. [method is_dirty] will return [code]true[/code] if this is the case and this needs to be called.
</description>
</method>
</methods>
<members>
<member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size" default="Vector2(1, 1)">
+ The size of the point cell which will be applied to calculate the resulting point position returned by [method get_point_path]. If changed, [method update] needs to be called before finding the next path.
</member>
<member name="default_heuristic" type="int" setter="set_default_heuristic" getter="get_default_heuristic" enum="AStarGrid2D.Heuristic" default="0">
+ The default [enum Heuristic] which will be used to calculate the path if [method _compute_cost] and/or [method _estimate_cost] were not overridden.
</member>
<member name="diagonal_mode" type="int" setter="set_diagonal_mode" getter="get_diagonal_mode" enum="AStarGrid2D.DiagonalMode" default="0">
+ A specific [enum DiagonalMode] mode which will force the path to avoid or accept the specified diagonals.
</member>
<member name="jumping_enabled" type="bool" setter="set_jumping_enabled" getter="is_jumping_enabled" default="false">
+ Enables or disables jumping to skip up the intermediate points and speeds up the searching algorithm.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
+ The offset of the grid which will be applied to calculate the resulting point position returned by [method get_point_path]. If changed, [method update] needs to be called before finding the next path.
</member>
<member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(0, 0)">
+ The size of the grid (number of cells of size [member cell_size] on each axis). If changed, [method update] needs to be called before finding the next path.
</member>
</members>
<constants>
<constant name="HEURISTIC_EUCLIDEAN" value="0" enum="Heuristic">
+ The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean heuristic[/url] to be used for the pathfinding using the following formula:
+ [codeblock]
+ dx = abs(to_id.x - from_id.x)
+ dy = abs(to_id.y - from_id.y)
+ result = sqrt(dx * dx + dy * dy)
+ [/codeblock]
+ [b]Note:[/b] This is also the internal heuristic used in [AStar3D] and [AStar2D] by default (with the inclusion of possible z-axis coordinate).
</constant>
<constant name="HEURISTIC_MANHATTAN" value="1" enum="Heuristic">
+ The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/url] to be used for the pathfinding using the following formula:
+ [codeblock]
+ dx = abs(to_id.x - from_id.x)
+ dy = abs(to_id.y - from_id.y)
+ result = dx + dy
+ [/codeblock]
+ [b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal movements, provided by setting the [member diagonal_mode] to [constant DIAGONAL_MODE_NEVER].
</constant>
<constant name="HEURISTIC_OCTILE" value="2" enum="Heuristic">
+ The Octile heuristic to be used for the pathfinding using the following formula:
+ [codeblock]
+ dx = abs(to_id.x - from_id.x)
+ dy = abs(to_id.y - from_id.y)
+ f = sqrt(2) - 1
+ result = (dx &lt; dy) ? f * dx + dy : f * dy + dx;
+ [/codeblock]
</constant>
<constant name="HEURISTIC_CHEBYSHEV" value="3" enum="Heuristic">
+ The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev heuristic[/url] to be used for the pathfinding using the following formula:
+ [codeblock]
+ dx = abs(to_id.x - from_id.x)
+ dy = abs(to_id.y - from_id.y)
+ result = max(dx, dy)
+ [/codeblock]
</constant>
<constant name="HEURISTIC_MAX" value="4" enum="Heuristic">
+ Represents the size of the [enum Heuristic] enum.
</constant>
<constant name="DIAGONAL_MODE_ALWAYS" value="0" enum="DiagonalMode">
+ The pathfinding algorithm will ignore solid neighbors around the target cell and allow passing using diagonals.
</constant>
<constant name="DIAGONAL_MODE_NEVER" value="1" enum="DiagonalMode">
+ The pathfinding algorithm will ignore all diagonals and the way will be always orthogonal.
</constant>
<constant name="DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE" value="2" enum="DiagonalMode">
+ The pathfinding algorithm will avoid using diagonals if at least two obstacles have been placed around the neighboring cells of the specific path segment.
</constant>
<constant name="DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES" value="3" enum="DiagonalMode">
+ The pathfinding algorithm will avoid using diagonals if any obstacle has been placed around the neighboring cells of the specific path segment.
</constant>
<constant name="DIAGONAL_MODE_MAX" value="4" enum="DiagonalMode">
+ Represents the size of the [enum DiagonalMode] enum.
</constant>
</constants>
</class>
diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml
index ee49523c90..4da9e41ca8 100644
--- a/doc/classes/AcceptDialog.xml
+++ b/doc/classes/AcceptDialog.xml
@@ -62,7 +62,7 @@
Sets autowrapping for the text in the dialog.
</member>
<member name="dialog_close_on_escape" type="bool" setter="set_close_on_escape" getter="get_close_on_escape" default="true">
- If [code]true[/code], the dialog will be hidden when the escape key ([constant @GlobalScope.KEY_ESCAPE]) is pressed.
+ If [code]true[/code], the dialog will be hidden when the escape key ([constant KEY_ESCAPE]) is pressed.
</member>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" default="true">
If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
@@ -99,14 +99,11 @@
</signal>
</signals>
<theme_items>
- <theme_item name="button_margin" data_type="constant" type="int" default="32">
- Offset that is applied to the content of the window on the bottom, effectively moving the button row.
- </theme_item>
- <theme_item name="margin" data_type="constant" type="int" default="8">
- Offset that is applied to the content of the window on top, left, and right.
+ <theme_item name="buttons_separation" data_type="constant" type="int" default="10">
+ The size of the vertical space between the dialog's content and the button row.
</theme_item>
<theme_item name="panel" data_type="style" type="StyleBox">
- Panel that fills up the background of the window.
+ The panel that fills the background of the window.
</theme_item>
</theme_items>
</class>
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml
index b207eda27f..afbe34816a 100644
--- a/doc/classes/AnimatedSprite2D.xml
+++ b/doc/classes/AnimatedSprite2D.xml
@@ -5,6 +5,8 @@
</brief_description>
<description>
[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
+ After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
+ To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
@@ -17,13 +19,14 @@
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
<param index="1" name="backwards" type="bool" default="false" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse.
+ Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
- Stops the current animation (does not reset the frame counter).
+ Stops the current [member animation] at the current [member frame].
+ [b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
</description>
</method>
</methods>
@@ -50,10 +53,10 @@
The texture's drawing offset.
</member>
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
- If [code]true[/code], the [member animation] is currently playing.
+ If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The animation speed is multiplied by this value.
+ The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
</member>
</members>
<signals>
diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml
index 0bc5484e3a..09baf882fb 100644
--- a/doc/classes/AnimatedSprite3D.xml
+++ b/doc/classes/AnimatedSprite3D.xml
@@ -4,7 +4,9 @@
2D sprite node in 3D world, that can use multiple 2D textures for animation.
</brief_description>
<description>
- Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
+ [AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
+ After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
+ To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
@@ -13,14 +15,16 @@
<method name="play">
<return type="void" />
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
+ <param index="1" name="backwards" type="bool" default="false" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played.
+ Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
- Stops the current animation (does not reset the frame counter).
+ Stops the current [member animation] at the current [member frame].
+ [b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
</description>
</method>
</methods>
@@ -35,7 +39,10 @@
The [SpriteFrames] resource containing the animation(s).
</member>
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
- If [code]true[/code], the [member animation] is currently playing.
+ If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
+ </member>
+ <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
+ The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
</member>
</members>
<signals>
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index 5ad4c4e10a..57a7f86901 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -5,18 +5,18 @@
</brief_description>
<description>
[AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet].
- The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
+ The playback of the animation is controlled by the [member speed_scale] property, as well as each frame's duration (see [method set_frame_duration]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
[AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D].
</description>
<tutorials>
</tutorials>
<methods>
- <method name="get_frame_delay" qualifiers="const">
+ <method name="get_frame_duration" qualifiers="const">
<return type="float" />
<param index="0" name="frame" type="int" />
<description>
- Returns the given frame's delay value.
+ Returns the given [param frame]'s duration, in seconds.
</description>
</method>
<method name="get_frame_texture" qualifiers="const">
@@ -26,19 +26,12 @@
Returns the given frame's [Texture2D].
</description>
</method>
- <method name="set_frame_delay">
+ <method name="set_frame_duration">
<return type="void" />
<param index="0" name="frame" type="int" />
- <param index="1" name="delay" type="float" />
+ <param index="1" name="duration" type="float" />
<description>
- Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by [member fps]. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be [code]1.0 / fps + delay[/code].
- For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:
- [codeblock]
- Frame 0: 0.5 s (1 / fps)
- Frame 1: 1.7 s (1 / fps + 1.2)
- Frame 2: 0.5 s (1 / fps)
- Total duration: 2.7 s
- [/codeblock]
+ Sets the duration of any given [param frame]. The final duration is affected by the [member speed_scale]. If set to [code]0[/code], the frame is skipped during playback.
</description>
</method>
<method name="set_frame_texture">
@@ -55,19 +48,19 @@
<member name="current_frame" type="int" setter="set_current_frame" getter="get_current_frame">
Sets the currently visible frame of the texture.
</member>
- <member name="fps" type="float" setter="set_fps" getter="get_fps" default="4.0">
- Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]).
- For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.
- </member>
<member name="frames" type="int" setter="set_frames" getter="get_frames" default="1">
Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES].
</member>
- <member name="oneshot" type="bool" setter="set_oneshot" getter="get_oneshot" default="false">
+ <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set [member pause] to [code]true[/code].
</member>
<member name="pause" type="bool" setter="set_pause" getter="get_pause" default="false">
If [code]true[/code], the animation will pause where it currently is (i.e. at [member current_frame]). The animation will continue from where it was paused when changing this property to [code]false[/code].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
+ <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
+ The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
+ </member>
</members>
<constants>
<constant name="MAX_FRAMES" value="256">
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index df0fb11ac7..d9a1f896f1 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -26,6 +26,7 @@
[/csharp]
[/codeblocks]
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
+ [b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] track types instead of [constant TYPE_VALUE] is recommended for performance reasons.
</description>
<tutorials>
<link title="Animation documentation index">$DOCS_URL/tutorials/animation/index.html</link>
@@ -209,6 +210,7 @@
<param index="1" name="time" type="float" />
<param index="2" name="amount" type="float" />
<description>
+ Inserts a key in a given blend shape track. Returns the key index.
</description>
</method>
<method name="clear">
@@ -223,6 +225,8 @@
<param index="1" name="fps" type="int" default="120" />
<param index="2" name="split_tolerance" type="float" default="4.0" />
<description>
+ Compress the animation and all its tracks in-place. This will make [method track_is_compressed] return [code]true[/code] once called on this [Animation]. Compressed tracks require less memory to be played, and are designed to be used for complex 3D animations (such as cutscenes) imported from external 3D software. Compression is lossy, but the difference is usually not noticeable in real world conditions.
+ [b]Note:[/b] Compressed tracks have various limitations (such as not being editable from the editor), so only use compressed animations if you actually need them.
</description>
</method>
<method name="copy_track">
@@ -247,15 +251,6 @@
Returns the amount of tracks in the animation.
</description>
</method>
- <method name="method_track_get_key_indices" qualifiers="const">
- <return type="PackedInt32Array" />
- <param index="0" name="track_idx" type="int" />
- <param index="1" name="time_sec" type="float" />
- <param index="2" name="delta" type="float" />
- <description>
- Returns all the key indices of a method track, given a position and delta time.
- </description>
- </method>
<method name="method_track_get_name" qualifiers="const">
<return type="StringName" />
<param index="0" name="track_idx" type="int" />
@@ -278,6 +273,7 @@
<param index="1" name="time" type="float" />
<param index="2" name="position" type="Vector3" />
<description>
+ Inserts a key in a given 3D position track. Returns the key index.
</description>
</method>
<method name="remove_track">
@@ -293,6 +289,7 @@
<param index="1" name="time" type="float" />
<param index="2" name="rotation" type="Quaternion" />
<description>
+ Inserts a key in a given 3D rotation track. Returns the key index.
</description>
</method>
<method name="scale_track_insert_key">
@@ -301,6 +298,7 @@
<param index="1" name="time" type="float" />
<param index="2" name="scale" type="Vector3" />
<description>
+ Inserts a key in a given 3D scale track. Returns the key index.
</description>
</method>
<method name="track_find_key" qualifiers="const">
@@ -385,6 +383,7 @@
<return type="bool" />
<param index="0" name="track_idx" type="int" />
<description>
+ Returns [code]true[/code] if the track is compressed, [code]false[/code] otherwise. See also [method compress].
</description>
</method>
<method name="track_is_enabled" qualifiers="const">
@@ -515,15 +514,6 @@
Swaps the track [param track_idx]'s index position with the track [param with_idx].
</description>
</method>
- <method name="value_track_get_key_indices" qualifiers="const">
- <return type="PackedInt32Array" />
- <param index="0" name="track_idx" type="int" />
- <param index="1" name="time_sec" type="float" />
- <param index="2" name="delta" type="float" />
- <description>
- Returns all the key indices of a value track, given a position and delta time.
- </description>
- </method>
<method name="value_track_get_update_mode" qualifiers="const">
<return type="int" enum="Animation.UpdateMode" />
<param index="0" name="track_idx" type="int" />
@@ -560,24 +550,21 @@
The animation step value.
</member>
</members>
- <signals>
- <signal name="tracks_changed">
- <description>
- Emitted when there's a change in the list of tracks, e.g. tracks are added, moved or have changed paths.
- </description>
- </signal>
- </signals>
<constants>
<constant name="TYPE_VALUE" value="0" enum="TrackType">
- Value tracks set values in node properties, but only those which can be Interpolated.
+ Value tracks set values in node properties, but only those which can be interpolated. For 3D position/rotation/scale, using the dedicated [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] track types instead of [constant TYPE_VALUE] is recommended for performance reasons.
</constant>
<constant name="TYPE_POSITION_3D" value="1" enum="TrackType">
+ 3D position track (values are stored in [Vector3]s).
</constant>
<constant name="TYPE_ROTATION_3D" value="2" enum="TrackType">
+ 3D rotation track (values are stored in [Quaternion]s).
</constant>
<constant name="TYPE_SCALE_3D" value="3" enum="TrackType">
+ 3D scale track (values are stored in [Vector3]s).
</constant>
<constant name="TYPE_BLEND_SHAPE" value="4" enum="TrackType">
+ Blend shape track.
</constant>
<constant name="TYPE_METHOD" value="5" enum="TrackType">
Method tracks call functions with given arguments per key.
@@ -598,7 +585,7 @@
Linear interpolation.
</constant>
<constant name="INTERPOLATION_CUBIC" value="2" enum="InterpolationType">
- Cubic interpolation.
+ Cubic interpolation. This looks smoother than linear interpolation, but is more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for complex 3D animations imported from external software, even if it requires using a higher animation framerate in return.
</constant>
<constant name="INTERPOLATION_LINEAR_ANGLE" value="3" enum="InterpolationType">
Linear interpolation with shortest path rotation.
@@ -609,15 +596,12 @@
[b]Note:[/b] The result value is always normalized and may not match the key value.
</constant>
<constant name="UPDATE_CONTINUOUS" value="0" enum="UpdateMode">
- Update between keyframes.
+ Update between keyframes and hold the value.
</constant>
<constant name="UPDATE_DISCRETE" value="1" enum="UpdateMode">
- Update at the keyframes and hold the value.
- </constant>
- <constant name="UPDATE_TRIGGER" value="2" enum="UpdateMode">
Update at the keyframes.
</constant>
- <constant name="UPDATE_CAPTURE" value="3" enum="UpdateMode">
+ <constant name="UPDATE_CAPTURE" value="2" enum="UpdateMode">
Same as linear interpolation, but also interpolates from the current value (i.e. dynamically at runtime) if the first key isn't at 0 seconds.
</constant>
<constant name="LOOP_NONE" value="0" enum="LoopMode">
@@ -629,5 +613,14 @@
<constant name="LOOP_PINGPONG" value="2" enum="LoopMode">
Repeats playback and reverse playback at both ends of the animation.
</constant>
+ <constant name="LOOPED_FLAG_NONE" value="0" enum="LoopedFlag">
+ This flag indicates that the animation proceeds without any looping.
+ </constant>
+ <constant name="LOOPED_FLAG_END" value="1" enum="LoopedFlag">
+ This flag indicates that the animation has reached the end of the animation and just after loop processed.
+ </constant>
+ <constant name="LOOPED_FLAG_START" value="2" enum="LoopedFlag">
+ This flag indicates that the animation has reached the start of the animation and just after loop processed.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml
index 75fe393dbb..9be4cda5d6 100644
--- a/doc/classes/AnimationLibrary.xml
+++ b/doc/classes/AnimationLibrary.xml
@@ -15,7 +15,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="animation" type="Animation" />
<description>
- Adds the [param animation] to the library, accesible by the key [param name].
+ Adds the [param animation] to the library, accessible by the key [param name].
</description>
</method>
<method name="get_animation" qualifiers="const">
@@ -65,6 +65,13 @@
Emitted when an [Animation] is added, under the key [param name].
</description>
</signal>
+ <signal name="animation_changed">
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Emitted when there's a change in one of the animations, e.g. tracks are added, moved or have changed paths. [param name] is the key of the animation that was changed.
+ See also [signal Resource.changed], which this acts as a relay for.
+ </description>
+ </signal>
<signal name="animation_removed">
<param index="0" name="name" type="StringName" />
<description>
diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml
index b856b5f208..79deb008d2 100644
--- a/doc/classes/AnimationNode.xml
+++ b/doc/classes/AnimationNode.xml
@@ -53,7 +53,7 @@
<return type="float" />
<param index="0" name="time" type="float" />
<param index="1" name="seek" type="bool" />
- <param index="2" name="seek_root" type="bool" />
+ <param index="2" name="is_external_seeking" type="bool" />
<description>
When inheriting from [AnimationRootNode], implement this virtual method to run some code when this node is processed. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute.
Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory.
@@ -73,11 +73,12 @@
<param index="1" name="time" type="float" />
<param index="2" name="delta" type="float" />
<param index="3" name="seeked" type="bool" />
- <param index="4" name="seek_root" type="bool" />
+ <param index="4" name="is_external_seeking" type="bool" />
<param index="5" name="blend" type="float" />
- <param index="6" name="pingponged" type="int" default="0" />
+ <param index="6" name="looped_flag" type="int" enum="Animation.LoopedFlag" default="0" />
<description>
Blend an animation by [param blend] amount (name must be valid in the linked [AnimationPlayer]). A [param time] and [param delta] may be passed, as well as whether [param seeked] happened.
+ A [param looped_flag] is used by internal processing immediately after the loop. See also [enum Animation.LoopedFlag].
</description>
</method>
<method name="blend_input">
@@ -85,7 +86,7 @@
<param index="0" name="input_index" type="int" />
<param index="1" name="time" type="float" />
<param index="2" name="seek" type="bool" />
- <param index="3" name="seek_root" type="bool" />
+ <param index="3" name="is_external_seeking" type="bool" />
<param index="4" name="blend" type="float" />
<param index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
<param index="6" name="sync" type="bool" default="true" />
@@ -99,7 +100,7 @@
<param index="1" name="node" type="AnimationNode" />
<param index="2" name="time" type="float" />
<param index="3" name="seek" type="bool" />
- <param index="4" name="seek_root" type="bool" />
+ <param index="4" name="is_external_seeking" type="bool" />
<param index="5" name="blend" type="float" />
<param index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
<param index="7" name="sync" type="bool" default="true" />
diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml
index 4c7943ece3..2a765ac8d6 100644
--- a/doc/classes/AnimationNodeBlendTree.xml
+++ b/doc/classes/AnimationNodeBlendTree.xml
@@ -87,6 +87,14 @@
The global offset of all sub-nodes.
</member>
</members>
+ <signals>
+ <signal name="node_changed">
+ <param index="0" name="node_name" type="StringName" />
+ <description>
+ Emitted when the input port information is changed.
+ </description>
+ </signal>
+ </signals>
<constants>
<constant name="CONNECTION_OK" value="0">
The connection was successful.
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index 1b5a795b3c..4c2a30030b 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -22,9 +22,6 @@
<member name="advance_expression" type="String" setter="set_advance_expression" getter="get_advance_expression" default="&quot;&quot;">
Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
</member>
- <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;&quot;)">
- The path to the [Node] used to evaluate an [Expression] if one is not explicitly specified internally.
- </member>
<member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false">
Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END].
</member>
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index 710dc55a4b..9efd3ac939 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of [AnimationLibrary] resources and custom blend times between animation transitions.
- Some methods and properties use a single key to refence an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation whithin the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
+ Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example [code]"movement/run"[/code]. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
[AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween], but it requires doing everything by code.
Updating the target properties of animations occurs at process time.
</description>
@@ -170,7 +170,7 @@
<return type="void" />
<param index="0" name="name" type="StringName" />
<description>
- Removes the [AnimationLibrary] assosiated with the key [param name].
+ Removes the [AnimationLibrary] associated with the key [param name].
</description>
</method>
<method name="rename_animation_library">
@@ -217,7 +217,7 @@
</member>
<member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default="&quot;&quot;">
The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations.
- [b]Note:[/b] while this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
+ [b]Note:[/b] While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation].
</member>
<member name="current_animation_length" type="float" setter="" getter="get_current_animation_length">
The length (in seconds) of the currently playing animation.
@@ -242,7 +242,7 @@
The process notification in which to update animations.
</member>
<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.
+ The speed scaling ratio. For example, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.
</member>
<member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true">
This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation (the animation with the key [code]"RESET"[/code]) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.
@@ -268,6 +268,16 @@
[b]Note:[/b] This signal is not emitted if an animation is looping.
</description>
</signal>
+ <signal name="animation_libraries_updated">
+ <description>
+ Notifies when the animation libraries have changed.
+ </description>
+ </signal>
+ <signal name="animation_list_changed">
+ <description>
+ Notifies when an animation list is changed.
+ </description>
+ </signal>
<signal name="animation_started">
<param index="0" name="anim_name" type="StringName" />
<description>
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index f2bf74f495..21f4b37741 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -19,10 +19,66 @@
Manually advance the animations by the specified time (in seconds).
</description>
</method>
- <method name="get_root_motion_transform" qualifiers="const">
- <return type="Transform3D" />
+ <method name="get_root_motion_position" qualifiers="const">
+ <return type="Vector3" />
<description>
- Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_SCALE_3D] or [constant Animation.TYPE_ROTATION_3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView].
+ Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
+ If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
+ See also [member root_motion_track] and [RootMotionView].
+ The most basic example is applying position to [CharacterBody3D]:
+ [codeblocks]
+ [gdscript]
+ var current_rotation: Quaternion
+
+ func _process(delta):
+ if Input.is_action_just_pressed("animate"):
+ current_rotation = get_quaternion()
+ state_machine.travel("Animate")
+ var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
+ set_velocity(velocity)
+ move_and_slide()
+ [/gdscript]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="get_root_motion_rotation" qualifiers="const">
+ <return type="Quaternion" />
+ <description>
+ Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
+ If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
+ See also [member root_motion_track] and [RootMotionView].
+ The most basic example is applying rotation to [CharacterBody3D]:
+ [codeblocks]
+ [gdscript]
+ func _process(delta):
+ if Input.is_action_just_pressed("animate"):
+ state_machine.travel("Animate")
+ set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
+ [/gdscript]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="get_root_motion_scale" qualifiers="const">
+ <return type="Vector3" />
+ <description>
+ Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
+ If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].
+ See also [member root_motion_track] and [RootMotionView].
+ The most basic example is applying scale to [CharacterBody3D]:
+ [codeblocks]
+ [gdscript]
+ var current_scale: Vector3 = Vector3(1, 1, 1)
+ var scale_accum: Vector3 = Vector3(1, 1, 1)
+
+ func _process(delta):
+ if Input.is_action_just_pressed("animate"):
+ current_scale = get_scale()
+ scale_accum = Vector3(1, 1, 1)
+ state_machine.travel("Animate")
+ scale_accum += animation_tree.get_root_motion_scale()
+ set_scale(current_scale * scale_accum)
+ [/gdscript]
+ [/codeblocks]
</description>
</method>
<method name="rename_parameter">
@@ -48,12 +104,19 @@
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
- If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView].
+ If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
</member>
<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
The root animation node of this [AnimationTree]. See [AnimationNode].
</member>
</members>
+ <signals>
+ <signal name="animation_player_changed">
+ <description>
+ Emitted when the [member anim_player] is changed.
+ </description>
+ </signal>
+ </signals>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
The animations will progress during the physics frame (i.e. [method Node._physics_process]).
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index f1e40d4979..29592f133d 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -25,10 +25,24 @@
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node2D[]" />
<description>
- Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
+ <method name="has_overlapping_areas" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
+ <method name="has_overlapping_bodies" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
<method name="overlaps_area" qualifiers="const">
<return type="bool" />
<param index="0" name="area" type="Node" />
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 14081918cf..ea8cab324d 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -23,10 +23,24 @@
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node3D[]" />
<description>
- Returns a list of intersecting [PhysicsBody3D]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
+ <method name="has_overlapping_areas" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
+ <method name="has_overlapping_bodies" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ </description>
+ </method>
<method name="overlaps_area" qualifiers="const">
<return type="bool" />
<param index="0" name="area" type="Node" />
@@ -96,11 +110,11 @@
<member name="reverb_bus_amount" type="float" setter="set_reverb_amount" getter="get_reverb_amount" default="0.0">
The degree to which this area applies reverb to its associated audio. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision.
</member>
- <member name="reverb_bus_enable" type="bool" setter="set_use_reverb_bus" getter="is_using_reverb_bus" default="false">
+ <member name="reverb_bus_enabled" type="bool" setter="set_use_reverb_bus" getter="is_using_reverb_bus" default="false">
If [code]true[/code], the area applies reverb to its associated audio.
</member>
- <member name="reverb_bus_name" type="StringName" setter="set_reverb_bus" getter="get_reverb_bus" default="&amp;&quot;Master&quot;">
- The reverb bus name to use for this area's associated audio.
+ <member name="reverb_bus_name" type="StringName" setter="set_reverb_bus_name" getter="get_reverb_bus_name" default="&amp;&quot;Master&quot;">
+ The name of the reverb bus to use for this area's associated audio.
</member>
<member name="reverb_bus_uniformity" type="float" setter="set_reverb_uniformity" getter="get_reverb_uniformity" default="0.0">
The degree to which this area's reverb is a uniform effect. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision.
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index f6d926031d..603974d619 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -53,6 +53,16 @@
</constructor>
<constructor name="Array">
<return type="Array" />
+ <param index="0" name="base" type="Array" />
+ <param index="1" name="type" type="int" />
+ <param index="2" name="class_name" type="StringName" />
+ <param index="3" name="script" type="Variant" />
+ <description>
+ Creates a typed array from the [param base] array. The base array can't be already typed. See [method set_typed] for more details.
+ </description>
+ </constructor>
+ <constructor name="Array">
+ <return type="Array" />
<param index="0" name="from" type="Array" />
<description>
Constructs an [Array] as a copy of the given [Array].
@@ -262,6 +272,7 @@
array.Fill(0); // Initialize the 10 elements to 0.
[/csharp]
[/codeblocks]
+ [b]Note:[/b] If [param value] is of a reference type ([Object]-derived, [Array], [Dictionary], etc.) then the array is filled with the references to the same object, i.e. no duplicates are created.
</description>
</method>
<method name="filter" qualifiers="const">
@@ -289,18 +300,29 @@
Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed.
</description>
</method>
- <method name="find_last" qualifiers="const">
+ <method name="front" qualifiers="const">
+ <return type="Variant" />
+ <description>
+ Returns the first element of the array. Prints an error and returns [code]null[/code] if the array is empty.
+ [b]Note:[/b] Calling this function is not the same as writing [code]array[0][/code]. If the array is empty, accessing by index will pause project execution when running from the editor.
+ </description>
+ </method>
+ <method name="get_typed_builtin" qualifiers="const">
<return type="int" />
- <param index="0" name="value" type="Variant" />
<description>
- Searches the array in reverse order for a value and returns its index or [code]-1[/code] if not found.
+ Returns the [enum Variant.Type] constant for a typed array. If the [Array] is not typed, returns [constant TYPE_NIL].
</description>
</method>
- <method name="front" qualifiers="const">
+ <method name="get_typed_class_name" qualifiers="const">
+ <return type="StringName" />
+ <description>
+ Returns a class name of a typed [Array] of type [constant TYPE_OBJECT].
+ </description>
+ </method>
+ <method name="get_typed_script" qualifiers="const">
<return type="Variant" />
<description>
- Returns the first element of the array. Prints an error and returns [code]null[/code] if the array is empty.
- [b]Note:[/b] Calling this function is not the same as writing [code]array[0][/code]. If the array is empty, accessing by index will pause project execution when running from the editor.
+ Returns the script associated with a typed array tied to a class name.
</description>
</method>
<method name="has" qualifiers="const">
@@ -324,7 +346,6 @@
GD.Print(arr.Contains("7")); // False
[/csharp]
[/codeblocks]
-
[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
[codeblocks]
[gdscript]
@@ -366,6 +387,18 @@
Returns [code]true[/code] if the array is empty.
</description>
</method>
+ <method name="is_read_only" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the array is read-only. See [method set_read_only]. Arrays are automatically read-only if declared with [code]const[/code] keyword.
+ </description>
+ </method>
+ <method name="is_typed" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the array is typed. Typed arrays can only store elements of their associated type and provide type safety for the [code][][/code] operator. Methods of typed array still return [Variant].
+ </description>
+ </method>
<method name="map" qualifiers="const">
<return type="Array" />
<param index="0" name="method" type="Callable" />
@@ -395,6 +428,16 @@
Returns the minimum value contained in the array if all elements are of comparable types. If the elements can't be compared, [code]null[/code] is returned.
</description>
</method>
+ <method name="pick_random" qualifiers="const">
+ <return type="Variant" />
+ <description>
+ Returns a random value from the target array.
+ [codeblock]
+ var array: Array[int] = [1, 2, 3, 4]
+ print(array.pick_random()) # Prints either of the four numbers.
+ [/codeblock]
+ </description>
+ </method>
<method name="pop_at">
<return type="Variant" />
<param index="0" name="position" type="int" />
@@ -479,6 +522,23 @@
Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
</description>
</method>
+ <method name="set_read_only">
+ <return type="void" />
+ <param index="0" name="enable" type="bool" />
+ <description>
+ Makes the [Array] read-only, i.e. disabled modifying of the array's elements. Does not apply to nested content, e.g. content of nested arrays.
+ </description>
+ </method>
+ <method name="set_typed">
+ <return type="void" />
+ <param index="0" name="type" type="int" />
+ <param index="1" name="class_name" type="StringName" />
+ <param index="2" name="script" type="Variant" />
+ <description>
+ Makes the [Array] typed. The [param type] should be one of the [enum Variant.Type] constants. [param class_name] is optional and can only be provided for [constant TYPE_OBJECT]. [param script] can only be provided if [param class_name] is not empty.
+ The method fails if an array is already typed.
+ </description>
+ </method>
<method name="shuffle">
<return type="void" />
<description>
@@ -509,6 +569,7 @@
<return type="void" />
<description>
Sorts the array.
+ [b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/wiki/Sorting_algorithm#Stability]stable[/url]. This means that values considered equal may have their order changed when using [method sort].
[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural order). This may lead to unexpected behavior when sorting an array of strings ending with a sequence of numbers. Consider the following example:
[codeblocks]
[gdscript]
@@ -533,7 +594,8 @@
<param index="0" name="func" type="Callable" />
<description>
Sorts the array using a custom method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and [code]b[/code], if the given method returns [code]true[/code], element [code]b[/code] will be after element [code]a[/code] in the array.
- [b]Note:[/b] You cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
+ [b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/wiki/Sorting_algorithm#Stability]stable[/url]. This means that values considered equal may have their order changed when using [method sort_custom].
+ [b]Note:[/b] You cannot randomize the return value as the heapsort algorithm expects a deterministic result. Randomizing the return value will result in unexpected behavior.
[codeblocks]
[gdscript]
func sort_ascending(a, b):
@@ -556,6 +618,13 @@
[/codeblocks]
</description>
</method>
+ <method name="typed_assign">
+ <return type="bool" />
+ <param index="0" name="array" type="Array" />
+ <description>
+ Assigns a different [Array] to this array reference. It the array is typed, the new array's type must be compatible and its elements will be automatically converted.
+ </description>
+ </method>
</methods>
<operators>
<operator name="operator !=">
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index ab948dd0de..b9c8ab0f6c 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -25,10 +25,12 @@
m.mesh = arr_mesh
[/gdscript]
[csharp]
- var vertices = new Godot.Collections.Array&lt;Vector3&gt;();
- vertices.Add(new Vector3(0, 1, 0));
- vertices.Add(new Vector3(1, 0, 0));
- vertices.Add(new Vector3(0, 0, 1));
+ var vertices = new Vector3[]
+ {
+ new Vector3(0, 1, 0),
+ new Vector3(1, 0, 0),
+ new Vector3(0, 0, 1),
+ };
// Initialize the ArrayMesh.
var arrMesh = new ArrayMesh();
@@ -38,7 +40,7 @@
// Create the Mesh.
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
- var m = new MeshInstance();
+ var m = new MeshInstance3D();
m.Mesh = arrMesh;
[/csharp]
[/codeblocks]
diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml
index 759acff773..fc75459e46 100644
--- a/doc/classes/AtlasTexture.xml
+++ b/doc/classes/AtlasTexture.xml
@@ -1,26 +1,28 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AtlasTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Crops out one part of a texture, such as a texture from a texture atlas.
+ A texture that crops out part of another Texture2D.
</brief_description>
<description>
- [Texture2D] resource that crops out one part of the [member atlas] texture, defined by [member region]. The main use case is cropping out textures from a texture atlas, which is a big texture file that packs multiple smaller textures. Consists of a [Texture2D] for the [member atlas], a [member region] that defines the area of [member atlas] to use, and a [member margin] that defines the border width.
- [AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in nodes such as [TextureRect], and does not work properly if used inside of other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be used to crop multiple textures from the atlas. Using a texture atlas helps to optimize video memory costs and render calls compared to using multiple small files.
+ [Texture2D] resource that draws only part of its [member atlas] texture, as defined by the [member region]. An additional [member margin] can also be set, which is useful for small adjustments.
+ Multiple [AtlasTexture] resources can be cropped from the same [member atlas]. Packing many smaller textures into a singular large texture helps to optimize video memory costs and render calls.
+ [b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may not tile properly in nodes such as [TextureRect], when inside other [AtlasTexture] resources.
</description>
<tutorials>
</tutorials>
<members>
<member name="atlas" type="Texture2D" setter="set_atlas" getter="get_atlas">
- The texture that contains the atlas. Can be any [Texture2D] subtype.
+ The texture that contains the atlas. Can be any type inheriting from [Texture2D], including another [AtlasTexture].
</member>
<member name="filter_clip" type="bool" setter="set_filter_clip" getter="has_filter_clip" default="false">
- If [code]true[/code], clips the area outside of the region to avoid bleeding of the surrounding texture pixels.
+ If [code]true[/code], the area outside of the [member region] is clipped to avoid bleeding of the surrounding texture pixels.
</member>
<member name="margin" type="Rect2" setter="set_margin" getter="get_margin" default="Rect2(0, 0, 0, 0)">
- The margin around the region. The [Rect2]'s [member Rect2.size] parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin.
+ The margin around the [member region]. Useful for small adjustments. If the [member Rect2.size] of this property ("w" and "h" in the editor) is set, the drawn texture is resized to fit within the margin.
</member>
<member name="region" type="Rect2" setter="set_region" getter="get_region" default="Rect2(0, 0, 0, 0)">
- The AtlasTexture's used region.
+ The region used to draw the [member atlas].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml
index 6bd8522459..ef39a9c60e 100644
--- a/doc/classes/AudioEffectDistortion.xml
+++ b/doc/classes/AudioEffectDistortion.xml
@@ -2,11 +2,11 @@
<class name="AudioEffectDistortion" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Adds a distortion audio effect to an Audio bus.
- Modify the sound to make it distorted.
+ Modifies the sound to make it distorted.
</brief_description>
<description>
Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
- By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
+ By distorting the waveform the frequency content changes, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
</description>
<tutorials>
<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
@@ -22,10 +22,10 @@
Distortion type.
</member>
<member name="post_gain" type="float" setter="set_post_gain" getter="get_post_gain" default="0.0">
- Increases or decreases the volume after the effect. Value can range from -80 to 24.
+ Increases or decreases the volume after the effect, in decibels. Value can range from -80 to 24.
</member>
<member name="pre_gain" type="float" setter="set_pre_gain" getter="get_pre_gain" default="0.0">
- Increases or decreases the volume before the effect. Value can range from -60 to 60.
+ Increases or decreases the volume before the effect, in decibels. Value can range from -60 to 60.
</member>
</members>
<constants>
@@ -35,10 +35,10 @@
<constant name="MODE_ATAN" value="1" enum="Mode">
</constant>
<constant name="MODE_LOFI" value="2" enum="Mode">
- Low-resolution digital distortion effect. You can use it to emulate the sound of early digital audio devices.
+ Low-resolution digital distortion effect (bit depth reduction). You can use it to emulate the sound of early digital audio devices.
</constant>
<constant name="MODE_OVERDRIVE" value="3" enum="Mode">
- Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers.
+ Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. The [member drive] property has no effect in this mode.
</constant>
<constant name="MODE_WAVESHAPE" value="4" enum="Mode">
Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound.
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml
index 1c02dbd3ce..c16198c5c6 100644
--- a/doc/classes/AudioStreamGeneratorPlayback.xml
+++ b/doc/classes/AudioStreamGeneratorPlayback.xml
@@ -27,7 +27,7 @@
<method name="get_frames_available" qualifiers="const">
<return type="int" />
<description>
- Returns the number of audio data frames left to play. If this returned number reaches [code]0[/code], the audio will stop playing until frames are added again. Therefore, make sure your script can always generate and push new audio frames fast enough to avoid audio cracking.
+ Returns the number of frames that can be pushed to the audio sample data buffer without overflowing it. If the result is [code]0[/code], the buffer is full.
</description>
</method>
<method name="get_skips" qualifiers="const">
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index ae86fd0e66..81755b580f 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -29,7 +29,7 @@
<return type="void" />
<param index="0" name="from_position" type="float" default="0.0" />
<description>
- Plays the audio from the given position [param from_position], in seconds.
+ Queues the audio to play on the next physics frame, from the given position [param from_position], in seconds.
</description>
</method>
<method name="seek">
@@ -73,7 +73,7 @@
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
<member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
- If [code]true[/code], audio is playing.
+ If [code]true[/code], audio is playing or is queued to be played (see [method play]).
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
The [AudioStream] object to be played.
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index 02192a9b7c..f711210ca1 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -7,7 +7,7 @@
Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code].
By default, audio is heard from the camera position. This can be changed by adding an [AudioListener3D] node to the scene and enabling it by calling [method AudioListener3D.make_current] on it.
See also [AudioStreamPlayer] to play a sound non-positionally.
- [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
+ [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
</description>
<tutorials>
<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
@@ -29,7 +29,7 @@
<return type="void" />
<param index="0" name="from_position" type="float" default="0.0" />
<description>
- Plays the audio from the given position [param from_position], in seconds.
+ Queues the audio to play on the next physics frame, from the given position [param from_position], in seconds.
</description>
</method>
<method name="seek">
@@ -94,7 +94,7 @@
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
<member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
- If [code]true[/code], audio is playing.
+ If [code]true[/code], audio is playing or is queued to be played (see [method play]).
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
The [AudioStream] resource to be played.
@@ -102,12 +102,12 @@
<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code].
</member>
- <member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0">
- The base sound level unaffected by dampening, in decibels.
- </member>
<member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="10.0">
The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
</member>
+ <member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
+ The base sound level unaffected by dampening, in decibels.
+ </member>
</members>
<signals>
<signal name="finished">
diff --git a/doc/classes/AudioStreamRandomizer.xml b/doc/classes/AudioStreamRandomizer.xml
index 5490770b7d..9b58d78af5 100644
--- a/doc/classes/AudioStreamRandomizer.xml
+++ b/doc/classes/AudioStreamRandomizer.xml
@@ -78,13 +78,13 @@
</members>
<constants>
<constant name="PLAYBACK_RANDOM_NO_REPEATS" value="0" enum="PlaybackMode">
- Pick a stream at random according to the probability weights chosen for each stream, but avoid playing the same stream twice in a row whenever possible.
+ Pick a stream at random according to the probability weights chosen for each stream, but avoid playing the same stream twice in a row whenever possible. If only 1 sound is present in the pool, the same sound will always play, effectively allowing repeats to occur.
</constant>
<constant name="PLAYBACK_RANDOM" value="1" enum="PlaybackMode">
- Pick a stream at random according to the probability weights chosen for each stream.
+ Pick a stream at random according to the probability weights chosen for each stream. If only 1 sound is present in the pool, the same sound will always play.
</constant>
<constant name="PLAYBACK_SEQUENTIAL" value="2" enum="PlaybackMode">
- Play streams in the order they appear in the stream pool.
+ Play streams in the order they appear in the stream pool. If only 1 sound is present in the pool, the same sound will always play.
</constant>
</constants>
</class>
diff --git a/doc/classes/BackBufferCopy.xml b/doc/classes/BackBufferCopy.xml
index 3c811e6226..b2c5a1756f 100644
--- a/doc/classes/BackBufferCopy.xml
+++ b/doc/classes/BackBufferCopy.xml
@@ -4,8 +4,8 @@
Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function.
</brief_description>
<description>
- Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
- [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of adding them as children.
+ Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
+ [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children.
</description>
<tutorials>
</tutorials>
@@ -14,18 +14,18 @@
Buffer mode. See [enum CopyMode] constants.
</member>
<member name="rect" type="Rect2" setter="set_rect" getter="get_rect" default="Rect2(-100, -100, 200, 200)">
- The area covered by the BackBufferCopy. Only used if [member copy_mode] is [constant COPY_MODE_RECT].
+ The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is [constant COPY_MODE_RECT].
</member>
</members>
<constants>
<constant name="COPY_MODE_DISABLED" value="0" enum="CopyMode">
- Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers.
+ Disables the buffering mode. This means the [BackBufferCopy] node will directly use the portion of screen it covers.
</constant>
<constant name="COPY_MODE_RECT" value="1" enum="CopyMode">
- BackBufferCopy buffers a rectangular region.
+ [BackBufferCopy] buffers a rectangular region.
</constant>
<constant name="COPY_MODE_VIEWPORT" value="2" enum="CopyMode">
- BackBufferCopy buffers the entire screen.
+ [BackBufferCopy] buffers the entire screen.
</constant>
</constants>
</class>
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml
index 629675132a..c92e39e08a 100644
--- a/doc/classes/BaseButton.xml
+++ b/doc/classes/BaseButton.xml
@@ -44,37 +44,38 @@
</method>
</methods>
<members>
- <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode">
+ <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1">
Determines when the button is considered clicked, one of the [enum ActionMode] constants.
</member>
<member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
The [ButtonGroup] associated with the button. Not to be confused with node groups.
</member>
- <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton">
+ <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" enum="MouseButton" default="1">
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code].
</member>
- <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed">
+ <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
</member>
- <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
+ <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
</member>
- <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside">
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
+ <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false">
If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it.
[b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.
</member>
<member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut">
[Shortcut] associated to the button.
</member>
- <member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
- The [Node] which must be a parent of the focused GUI [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.
+ <member name="shortcut_feedback" type="bool" setter="set_shortcut_feedback" getter="is_shortcut_feedback" default="true">
+ If [code]true[/code], the button will appear pressed when its shortcut is activated. If [code]false[/code] and [member toggle_mode] is [code]false[/code], the shortcut will activate the button without appearing to press the button.
</member>
- <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled">
+ <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true">
If [code]true[/code], the button will add information about its shortcut in the tooltip.
</member>
- <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode">
+ <member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false">
If [code]true[/code], the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
</member>
</members>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index ee28675d89..8a5048de6b 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -28,7 +28,7 @@
<return type="Texture2D" />
<param index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam" />
<description>
- Returns the [Texture] associated with the specified [enum TextureParam].
+ Returns the [Texture2D] associated with the specified [enum TextureParam].
</description>
</method>
<method name="set_feature">
@@ -115,7 +115,7 @@
The color used by the backlight effect. Represents the light passing through an object.
</member>
<member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], the backlight effect is enabled.
+ If [code]true[/code], the backlight effect is enabled. See also [member subsurf_scatter_transmittance_enabled].
</member>
<member name="backlight_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to control the backlight effect per-pixel. Added to [member backlight].
@@ -289,6 +289,7 @@
[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
+ The Occlusion/Roughness/Metallic texture to use. This is a more efficient replacement of [member ao_texture], [member roughness_texture] and [member metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red channel. Roughness map is stored in the green channel. Metallic map is stored in the blue channel. The alpha channel is ignored.
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode].
@@ -305,7 +306,7 @@
<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance" default="1.0">
Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.
</member>
- <member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false">
+ <member name="proximity_fade_enabled" type="bool" setter="set_proximity_fade_enabled" getter="is_proximity_fade_enabled" default="false">
If [code]true[/code], the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.
</member>
<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
@@ -318,7 +319,7 @@
Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale].
</member>
<member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
- Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
+ Specifies the channel of the [member refraction_texture] in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored refraction in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="rim" type="float" setter="set_rim" getter="get_rim" default="1.0">
Sets the strength of the rim lighting effect.
@@ -340,7 +341,7 @@
Texture used to control the roughness per-pixel. Multiplied by [member roughness].
</member>
<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
- Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
+ Specifies the channel of the [member roughness_texture] in which the roughness information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1">
Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel.
@@ -350,13 +351,13 @@
</member>
<member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0">
The method for rendering the specular blob. See [enum SpecularMode].
- [b]Note:[/b] Only applies to the specular blob. Does not affect specular reflections from the Sky, SSR, or ReflectionProbes.
+ [b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead.
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
</member>
<member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin.
+ If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering.
</member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0">
The strength of the subsurface scattering effect.
@@ -365,14 +366,19 @@
Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
</member>
<member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0">
+ The intensity of the subsurface scattering transmittance effect.
</member>
<member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color(1, 1, 1, 1)">
+ The color to multiply the subsurface scattering transmittance effect with. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
</member>
<member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1">
+ The depth of the subsurface scattering transmittance effect.
</member>
<member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
+ If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled].
</member>
<member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture">
+ The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
</member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
Filter flags for the texture. See [enum TextureFilter] for options.
@@ -385,6 +391,7 @@
If [code]true[/code], transparency is enabled on the body. See also [member blend_mode].
</member>
<member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.
</member>
<member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], render point size can be changed.
@@ -522,13 +529,13 @@
The material will use the texture's alpha values for transparency.
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
- The material will cut off all values below a threshold, the rest will remain opaque.
+ The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendering in the depth prepass.
</constant>
<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">
The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque.
</constant>
<constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency">
- The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass.
+ The material will use the texture's alpha value for transparency, but will still be rendered in the depth prepass.
</constant>
<constant name="TRANSPARENCY_MAX" value="5" enum="Transparency">
Represents the size of the [enum Transparency] enum.
@@ -606,13 +613,14 @@
Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
- Default depth draw mode. Depth is drawn only for opaque objects.
+ Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
- Depth draw is calculated for both opaque and transparent objects.
+ Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them.
+ [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency].
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
- No depth draw.
+ Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible.
@@ -624,7 +632,7 @@
No culling is performed.
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags">
- Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
+ Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.
</constant>
<constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags">
Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
@@ -682,6 +690,7 @@
Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.
</constant>
<constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags">
+ Enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.
</constant>
<constant name="FLAG_ALBEDO_TEXTURE_MSDF" value="20" enum="Flags">
Enables multichannel signed distance field rendering shader.
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index d62f704528..acc2fd34dd 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -70,6 +70,7 @@
<param index="0" name="euler" type="Vector3" />
<param index="1" name="order" type="int" default="2" />
<description>
+ Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the [enum EulerOrder] enum for possible values.
</description>
</method>
<method name="from_scale" qualifiers="static">
@@ -83,7 +84,7 @@
<return type="Vector3" />
<param index="0" name="order" type="int" default="2" />
<description>
- Returns the basis's rotation in the form of Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
+ Returns the basis's rotation in the form of Euler angles. The Euler order depends on the [param order] parameter, by default it uses the YXZ convention: when decomposing, first Z, then X, and Y last. The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
Consider using the [method get_rotation_quaternion] method instead, which returns a [Quaternion] quaternion instead of Euler angles.
</description>
</method>
@@ -112,6 +113,12 @@
Returns [code]true[/code] if this basis and [param b] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this basis is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="looking_at" qualifiers="static">
<return type="Basis" />
<param index="0" name="target" type="Vector3" />
@@ -190,18 +197,6 @@
</member>
</members>
<constants>
- <constant name="EULER_ORDER_XYZ" value="0">
- </constant>
- <constant name="EULER_ORDER_XZY" value="1">
- </constant>
- <constant name="EULER_ORDER_YXZ" value="2">
- </constant>
- <constant name="EULER_ORDER_YZX" value="3">
- </constant>
- <constant name="EULER_ORDER_ZXY" value="4">
- </constant>
- <constant name="EULER_ORDER_ZYX" value="5">
- </constant>
<constant name="IDENTITY" value="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
The identity basis, with no rotation or scaling applied.
This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#.
diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml
index b3fa55f154..e9774ef485 100644
--- a/doc/classes/BitMap.xml
+++ b/doc/classes/BitMap.xml
@@ -12,7 +12,7 @@
<method name="convert_to_image" qualifiers="const">
<return type="Image" />
<description>
- Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black.
+ Returns an image of the same size as the bitmap and with a [enum Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the bitmap are being converted into white pixels, and [code]false[/code] bits into black.
</description>
</method>
<method name="create">
diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml
index dc3d448621..f29525038e 100644
--- a/doc/classes/BoneAttachment3D.xml
+++ b/doc/classes/BoneAttachment3D.xml
@@ -16,10 +16,11 @@
Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
</description>
</method>
- <method name="get_override_mode" qualifiers="const">
+ <method name="get_override_mode" qualifiers="const" is_deprecated="true">
<return type="int" />
<description>
- Returns the override mode for the BoneAttachment3D node.
+ Deprecated. Local pose overrides will be removed.
+ Returns the override mode for the BoneAttachment3D node (0=global / 1=local).
</description>
</method>
<method name="get_override_pose" qualifiers="const">
@@ -48,11 +49,12 @@
Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code].
</description>
</method>
- <method name="set_override_mode">
+ <method name="set_override_mode" is_deprecated="true">
<return type="void" />
<param index="0" name="override_mode" type="int" />
<description>
- Sets the override mode for the BoneAttachment3D node. The override mode defines which of the bone poses the BoneAttachment3D node will override.
+ Deprecated. Local pose overrides will be removed.
+ Sets the override mode for the BoneAttachment3D node (0=global / 1=local). The override mode defines which of the bone poses the BoneAttachment3D node will override.
</description>
</method>
<method name="set_override_pose">
diff --git a/doc/classes/BoneMap.xml b/doc/classes/BoneMap.xml
index f7a4845b7d..7135406d3c 100644
--- a/doc/classes/BoneMap.xml
+++ b/doc/classes/BoneMap.xml
@@ -8,6 +8,7 @@
By assigning the actual [Skeleton3D] bone name as the key value, it maps the [Skeleton3D] to the [SkeletonProfile].
</description>
<tutorials>
+ <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
</tutorials>
<methods>
<method name="find_profile_bone_name" qualifiers="const">
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index e78cdfc951..961f3c495a 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -11,7 +11,7 @@
func _ready():
var button = Button.new()
button.text = "Click me"
- button.connect("pressed", self, "_button_pressed")
+ button.pressed.connect(self._button_pressed)
add_child(button)
func _button_pressed():
@@ -22,7 +22,7 @@
{
var button = new Button();
button.Text = "Click me";
- button.Connect("pressed", this, nameof(ButtonPressed));
+ button.Pressed += ButtonPressed;
AddChild(button);
}
@@ -42,7 +42,7 @@
</tutorials>
<members>
<member name="alignment" type="int" setter="set_text_alignment" getter="get_text_alignment" enum="HorizontalAlignment" default="1">
- Text alignment policy for the button's text, use one of the [enum @GlobalScope.HorizontalAlignment] constants.
+ Text alignment policy for the button's text, use one of the [enum HorizontalAlignment] constants.
</member>
<member name="clip_text" type="bool" setter="set_clip_text" getter="get_clip_text" default="false">
When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text.
@@ -58,7 +58,7 @@
To edit margin and spacing of the icon, use [theme_item h_separation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es.
</member>
<member name="icon_alignment" type="int" setter="set_icon_alignment" getter="get_icon_alignment" enum="HorizontalAlignment" default="0">
- Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum @GlobalScope.HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon.
+ Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon.
</member>
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
@@ -118,6 +118,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
[Font] of the [Button]'s text.
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index 906789d09f..314e46d9d0 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -29,12 +29,14 @@
<return type="float" />
<param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" />
<description>
+ Returns the maximum value range for the given parameter.
</description>
</method>
<method name="get_param_min" qualifiers="const">
<return type="float" />
<param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" />
<description>
+ Returns the minimum value range for the given parameter.
</description>
</method>
<method name="get_particle_flag" qualifiers="const">
@@ -63,6 +65,7 @@
<param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" />
<param index="1" name="value" type="float" />
<description>
+ Sets the maximum value for the given parameter.
</description>
</method>
<method name="set_param_min">
@@ -70,6 +73,7 @@
<param index="0" name="param" type="int" enum="CPUParticles2D.Parameter" />
<param index="1" name="value" type="float" />
<description>
+ Sets the minimum value for the given parameter.
</description>
</method>
<method name="set_particle_flag">
@@ -89,29 +93,38 @@
Each particle's rotation will be animated along this [Curve].
</member>
<member name="angle_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum initial rotation applied to each particle, in degrees.
</member>
<member name="angle_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member angle_max].
</member>
<member name="angular_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
Each particle's angular velocity will vary along this [Curve].
</member>
<member name="angular_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
</member>
<member name="angular_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member angular_velocity_max].
</member>
<member name="anim_offset_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
Each particle's animation offset will vary along this [Curve].
</member>
<member name="anim_offset_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum animation offset that corresponds to frame index in the texture. [code]0[/code] is the first frame, [code]1[/code] is the last one. See [member CanvasItemMaterial.particles_animation].
</member>
<member name="anim_offset_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member anim_offset_max].
</member>
<member name="anim_speed_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
Each particle's animation speed will vary along this [Curve].
</member>
<member name="anim_speed_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum particle animation speed. Animation speed of [code]1[/code] means that the particles will make full [code]0[/code] to [code]1[/code] offset cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.
+ With animation speed greater than [code]1[/code], remember to enable [member CanvasItemMaterial.particles_anim_loop] property if you want the animation to repeat.
</member>
<member name="anim_speed_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member anim_speed_max].
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
Each particle's initial color. If [member texture] is defined, it will be multiplied by this color.
@@ -126,8 +139,10 @@
Damping will vary along this [Curve].
</member>
<member name="damping_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ The maximum rate at which particles lose velocity. For example value of [code]100[/code] means that the particle will go from [code]100[/code] velocity to [code]0[/code] in [code]1[/code] second.
</member>
<member name="damping_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member damping_max].
</member>
<member name="direction" type="Vector2" setter="set_direction" getter="get_direction" default="Vector2(1, 0)">
Unit vector specifying the particles' emission direction.
@@ -160,7 +175,7 @@
How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
- The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
+ The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
@@ -172,12 +187,16 @@
Each particle's hue will vary along this [Curve].
</member>
<member name="hue_variation_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum initial hue variation applied to each particle. It will shift the particle color's hue.
</member>
<member name="hue_variation_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member hue_variation_max].
</member>
<member name="initial_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum initial velocity magnitude for each particle. Direction comes from [member direction] and [member spread].
</member>
<member name="initial_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member initial_velocity_max].
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
@@ -189,8 +208,10 @@
Each particle's linear acceleration will vary along this [Curve].
</member>
<member name="linear_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum linear acceleration applied to each particle in the direction of motion.
</member>
<member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member linear_accel_max].
</member>
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="false">
If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [CPUParticles2D] node (and its parents) when it is moved or rotated.
@@ -202,8 +223,10 @@
Each particle's orbital velocity will vary along this [Curve].
</member>
<member name="orbit_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
</member>
<member name="orbit_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member orbit_velocity_max].
</member>
<member name="particle_flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false">
Align Y axis of particle with the direction of its velocity.
@@ -215,8 +238,10 @@
Each particle's radial acceleration will vary along this [Curve].
</member>
<member name="radial_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum radial acceleration applied to each particle. Makes particle accelerate away from the origin or towards it if negative.
</member>
<member name="radial_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member radial_accel_max].
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
Emission lifetime randomness ratio.
@@ -225,17 +250,24 @@
Each particle's scale will vary along this [Curve].
</member>
<member name="scale_amount_max" type="float" setter="set_param_max" getter="get_param_max" default="1.0">
+ Maximum initial scale applied to each particle.
</member>
<member name="scale_amount_min" type="float" setter="set_param_min" getter="get_param_min" default="1.0">
+ Minimum equivalent of [member scale_amount_max].
</member>
<member name="scale_curve_x" type="Curve" setter="set_scale_curve_x" getter="get_scale_curve_x">
+ Each particle's horizontal scale will vary along this [Curve].
+ [member split_scale] must be enabled.
</member>
<member name="scale_curve_y" type="Curve" setter="set_scale_curve_y" getter="get_scale_curve_y">
+ Each particle's vertical scale will vary along this [Curve].
+ [member split_scale] must be enabled.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
<member name="split_scale" type="bool" setter="set_split_scale" getter="get_split_scale" default="false">
+ If [code]true[/code], the scale curve will be split into x and y components. See [member scale_curve_x] and [member scale_curve_y].
</member>
<member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0">
Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
@@ -244,8 +276,10 @@
Each particle's tangential acceleration will vary along this [Curve].
</member>
<member name="tangential_accel_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
+ Maximum tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
</member>
<member name="tangential_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
+ Minimum equivalent of [member tangential_accel_max].
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
Particle texture. If [code]null[/code], particles will be squares.
diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml
index 6b39c08b3f..3a15a117f5 100644
--- a/doc/classes/CPUParticles3D.xml
+++ b/doc/classes/CPUParticles3D.xml
@@ -28,12 +28,14 @@
<return type="float" />
<param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" />
<description>
+ Returns the maximum value range for the given parameter.
</description>
</method>
<method name="get_param_min" qualifiers="const">
<return type="float" />
<param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" />
<description>
+ Returns the minimum value range for the given parameter.
</description>
</method>
<method name="get_particle_flag" qualifiers="const">
@@ -62,7 +64,7 @@
<param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" />
<param index="1" name="value" type="float" />
<description>
- Sets the maximum value for the given parameter
+ Sets the maximum value for the given parameter.
</description>
</method>
<method name="set_param_min">
@@ -70,7 +72,7 @@
<param index="0" name="param" type="int" enum="CPUParticles3D.Parameter" />
<param index="1" name="value" type="float" />
<description>
- Sets the minimum value for the given parameter
+ Sets the minimum value for the given parameter.
</description>
</method>
<method name="set_particle_flag">
@@ -187,7 +189,7 @@
How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
- The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself.
+ The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself.
</member>
<member name="flatness" type="float" setter="set_flatness" getter="get_flatness" default="0.0">
Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane.
diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml
index 1fcaf6d866..1fb4f91920 100644
--- a/doc/classes/Callable.xml
+++ b/doc/classes/Callable.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Callable" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- An object representing a method in a certain object that can be called.
+ Built-in type representing a method in an object instance or a standalone function.
</brief_description>
<description>
- [Callable] is a first class object which can be held in variables and passed to functions. It represents a given method in an [Object], and is typically used for signal callbacks.
+ [Callable] is a built-in [Variant] type that represents a function. It can either be a method within an [Object] instance, or a standalone function not related to any object, like a lambda function. Like all [Variant] types, it can be stored in variables and passed to other functions. It is most commonly used for signal callbacks.
[b]Example:[/b]
[codeblocks]
[gdscript]
@@ -32,6 +32,18 @@
}
[/csharp]
[/codeblocks]
+ In GDScript, it's possible to create lambda functions within a method. Lambda functions are custom callables that are not associated with an [Object] instance. Optionally, lambda functions can also be named. The name will be displayed in the debugger, or when calling [method get_method].
+ [codeblock]
+ func _init():
+ var my_lambda = func (message):
+ print(message)
+
+ # Prints Hello everyone!
+ my_lambda.call("Hello everyone!")
+
+ # Prints "Attack!", when the button_pressed signal is emitted.
+ button_pressed.connect(func(): print("Attack!"))
+ [/codeblock]
</description>
<tutorials>
</tutorials>
@@ -39,7 +51,7 @@
<constructor name="Callable">
<return type="Callable" />
<description>
- Constructs a null [Callable] with no object nor method bound.
+ Constructs an empty [Callable], with no object nor method bound.
</description>
</constructor>
<constructor name="Callable">
@@ -54,7 +66,7 @@
<param index="0" name="object" type="Object" />
<param index="1" name="method" type="StringName" />
<description>
- Creates a new [Callable] for the method called [param method] in the specified [param object].
+ Creates a new [Callable] for the method named [param method] in the specified [param object].
</description>
</constructor>
</constructors>
@@ -62,7 +74,7 @@
<method name="bind" qualifiers="vararg const">
<return type="Callable" />
<description>
- Returns a copy of this [Callable] with the arguments bound. Bound arguments are passed after the arguments supplied by [method call].
+ Returns a copy of this [Callable] with one or more arguments bound. When called, the bound arguments are passed [i]after[/i] the arguments supplied by [method call].
</description>
</method>
<method name="call" qualifiers="vararg const">
@@ -81,10 +93,17 @@
[/codeblock]
</description>
</method>
+ <method name="callv" qualifiers="const">
+ <return type="Variant" />
+ <param index="0" name="arguments" type="Array" />
+ <description>
+ Calls the method represented by this [Callable]. Unlike [method call], this method expects all arguments to be contained inside the [param arguments] [Array].
+ </description>
+ </method>
<method name="get_method" qualifiers="const">
<return type="StringName" />
<description>
- Returns the name of the method represented by this [Callable].
+ Returns the name of the method represented by this [Callable]. If the callable is a lambda function, returns the function's name.
</description>
</method>
<method name="get_object" qualifiers="const">
@@ -109,7 +128,7 @@
<method name="is_custom" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this [Callable] is a custom callable whose behavior differs based on implementation details. Custom callables are used in the engine for various reasons. If [code]true[/code], you can't use [method get_method].
+ Returns [code]true[/code] if this [Callable] is a custom callable. Custom callables are created from [method bind] or [method unbind]. In GDScript, lambda functions are also custom callables.
</description>
</method>
<method name="is_null" qualifiers="const">
@@ -121,33 +140,33 @@
<method name="is_standard" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this [Callable] is a standard callable, referencing an object and a method using a [StringName].
+ Returns [code]true[/code] if this [Callable] is a standard callable. This method is the opposite of [method is_custom]. Returns [code]false[/code] if this callable is a lambda function.
</description>
</method>
<method name="is_valid" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the object exists and has a valid function assigned, or is a custom callable.
+ Returns [code]true[/code] if the callable's object exists and has a valid method name assigned, or is a custom callable.
</description>
</method>
<method name="rpc" qualifiers="vararg const">
<return type="void" />
<description>
- Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error.
+ Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available, unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error.
</description>
</method>
<method name="rpc_id" qualifiers="vararg const">
<return type="void" />
<param index="0" name="peer_id" type="int" />
<description>
- Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error.
+ Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error.
</description>
</method>
<method name="unbind" qualifiers="const">
<return type="Callable" />
<param index="0" name="argcount" type="int" />
<description>
- Returns a copy of this [Callable] with the arguments unbound. Calling the returned [Callable] will call the method without the extra arguments that are supplied in the [Callable] on which you are calling this method.
+ Returns a copy of this [Callable] with the arguments unbound, as defined by [param argcount]. Calling the returned [Callable] will call the method without the extra arguments that are supplied in the [Callable] on which you are calling this method.
</description>
</method>
</methods>
diff --git a/doc/classes/CallbackTweener.xml b/doc/classes/CallbackTweener.xml
index 6e4ee0380e..626405bc8e 100644
--- a/doc/classes/CallbackTweener.xml
+++ b/doc/classes/CallbackTweener.xml
@@ -14,7 +14,8 @@
<return type="CallbackTweener" />
<param index="0" name="delay" type="float" />
<description>
- Makes the callback call delayed by given time in seconds. Example:
+ Makes the callback call delayed by given time in seconds.
+ [b]Example:[/b]
[codeblock]
var tween = get_tree().create_tween()
tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() after 2 seconds
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index edb5235b75..9315a85e1f 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -7,7 +7,7 @@
Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem]-based nodes.
Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport.
This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from [Node2D] and change the transform of the canvas by setting [member Viewport.canvas_transform] in [Viewport] (you can obtain the current [Viewport] by using [method Node.get_viewport]).
- Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_camera_screen_center] to get the real position.
+ Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_screen_center_position] to get the real position.
</description>
<tutorials>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
@@ -27,20 +27,6 @@
Forces the camera to update scroll immediately.
</description>
</method>
- <method name="get_camera_position" qualifiers="const">
- <return type="Vector2" />
- <description>
- Returns the camera's [code]position[/code] (the tracked point the camera attempts to follow), relative to the origin.
- [b]Note:[/b] The returned value is not the same as [member Node2D.position] or [member Node2D.global_position], as it is affected by the [code]drag[/code] properties.
- </description>
- </method>
- <method name="get_camera_screen_center" qualifiers="const">
- <return type="Vector2" />
- <description>
- Returns the location of the [Camera2D]'s screen-center, relative to the origin.
- [b]Note:[/b] The real [code]position[/code] of the camera may be different, see [method get_camera_position].
- </description>
- </method>
<method name="get_drag_margin" qualifiers="const">
<return type="float" />
<param index="0" name="margin" type="int" enum="Side" />
@@ -55,11 +41,25 @@
Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
</description>
</method>
+ <method name="get_screen_center_position" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ Returns the center of the screen from this camera's point of view, in global coordinates.
+ [b]Note:[/b] The exact targeted position of the camera may be different. See [method get_target_position].
+ </description>
+ </method>
+ <method name="get_target_position" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ Returns this camera's target position, in global coordinates.
+ [b]Note:[/b] The returned value is not the same as [member Node2D.global_position], as it is affected by the drag properties. It is also not the same as the current position if [member position_smoothing_enabled] is [code]true[/code] (see [method get_screen_center_position]).
+ </description>
+ </method>
<method name="reset_smoothing">
<return type="void" />
<description>
Sets the camera's position immediately to its current smoothing destination.
- This method has no effect if [member smoothing_enabled] is [code]false[/code].
+ This method has no effect if [member position_smoothing_enabled] is [code]false[/code].
</description>
</method>
<method name="set_drag_margin">
@@ -124,6 +124,9 @@
<member name="editor_draw_screen" type="bool" setter="set_screen_drawing_enabled" getter="is_screen_drawing_enabled" default="true">
If [code]true[/code], draws the camera's screen rectangle in the editor.
</member>
+ <member name="ignore_rotation" type="bool" setter="set_ignore_rotation" getter="is_ignoring_rotation" default="true">
+ If [code]true[/code], the camera's rendered view is not affected by its [member Node2D.rotation] and [member Node2D.global_rotation].
+ </member>
<member name="limit_bottom" type="int" setter="set_limit" getter="get_limit" default="10000000">
Bottom scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
</member>
@@ -135,7 +138,7 @@
</member>
<member name="limit_smoothed" type="bool" setter="set_limit_smoothing_enabled" getter="is_limit_smoothing_enabled" default="false">
If [code]true[/code], the camera smoothly stops when reaches its limits.
- This property has no effect if [member smoothing_enabled] is [code]false[/code].
+ This property has no effect if [member position_smoothing_enabled] is [code]false[/code].
[b]Note:[/b] To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke [method reset_smoothing].
</member>
<member name="limit_top" type="int" setter="set_limit" getter="get_limit" default="-10000000">
@@ -144,17 +147,21 @@
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
</member>
+ <member name="position_smoothing_enabled" type="bool" setter="set_position_smoothing_enabled" getter="is_position_smoothing_enabled" default="false">
+ If [code]true[/code], the camera's view smoothly moves towards its target position at [member position_smoothing_speed].
+ </member>
+ <member name="position_smoothing_speed" type="float" setter="set_position_smoothing_speed" getter="get_position_smoothing_speed" default="5.0">
+ Speed in pixels per second of the camera's smoothing effect when [member position_smoothing_enabled] is [code]true[/code].
+ </member>
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
The camera's process callback. See [enum Camera2DProcessCallback].
</member>
- <member name="rotating" type="bool" setter="set_rotating" getter="is_rotating" default="false">
- If [code]true[/code], the camera view rotates with the target.
- </member>
- <member name="smoothing_enabled" type="bool" setter="set_enable_follow_smoothing" getter="is_follow_smoothing_enabled" default="false">
- If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed].
+ <member name="rotation_smoothing_enabled" type="bool" setter="set_rotation_smoothing_enabled" getter="is_rotation_smoothing_enabled" default="false">
+ If [code]true[/code], the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at [member rotation_smoothing_speed].
+ [b]Note:[/b] This property has no effect if [member ignore_rotation] is [code]true[/code].
</member>
- <member name="smoothing_speed" type="float" setter="set_follow_smoothing" getter="get_follow_smoothing" default="5.0">
- Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code].
+ <member name="rotation_smoothing_speed" type="float" setter="set_rotation_smoothing_speed" getter="get_rotation_smoothing_speed" default="5.0">
+ The angular, asymptotic speed of the camera's rotation smoothing effect when [member rotation_smoothing_enabled] is [code]true[/code].
</member>
<member name="zoom" type="Vector2" setter="set_zoom" getter="get_zoom" default="Vector2(1, 1)">
The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen in the viewport.
diff --git a/doc/classes/CameraAttributes.xml b/doc/classes/CameraAttributes.xml
index a741728c14..23dc212069 100644
--- a/doc/classes/CameraAttributes.xml
+++ b/doc/classes/CameraAttributes.xml
@@ -12,19 +12,19 @@
<tutorials>
</tutorials>
<members>
- <member name="auto_exposure_enabled" type="bool" setter="set_auto_exposure_enabled" getter="is_auto_exposure_enabled">
+ <member name="auto_exposure_enabled" type="bool" setter="set_auto_exposure_enabled" getter="is_auto_exposure_enabled" default="false">
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
</member>
- <member name="auto_exposure_scale" type="float" setter="set_auto_exposure_scale" getter="get_auto_exposure_scale">
+ <member name="auto_exposure_scale" type="float" setter="set_auto_exposure_scale" getter="get_auto_exposure_scale" default="0.4">
The scale of the auto exposure effect. Affects the intensity of auto exposure.
</member>
- <member name="auto_exposure_speed" type="float" setter="set_auto_exposure_speed" getter="get_auto_exposure_speed">
+ <member name="auto_exposure_speed" type="float" setter="set_auto_exposure_speed" getter="get_auto_exposure_speed" default="0.5">
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
</member>
- <member name="exposure_multiplier" type="float" setter="set_exposure_multiplier" getter="get_exposure_multiplier">
+ <member name="exposure_multiplier" type="float" setter="set_exposure_multiplier" getter="get_exposure_multiplier" default="1.0">
Multiplier for the exposure amount. A higher value results in a brighter image.
</member>
- <member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity">
+ <member name="exposure_sensitivity" type="float" setter="set_exposure_sensitivity" getter="get_exposure_sensitivity" default="100.0">
Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image. Only available when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is enabled. When [member auto_exposure_enabled] this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
</member>
</members>
diff --git a/doc/classes/CameraTexture.xml b/doc/classes/CameraTexture.xml
index 8eedfe3580..e7020c869e 100644
--- a/doc/classes/CameraTexture.xml
+++ b/doc/classes/CameraTexture.xml
@@ -16,6 +16,7 @@
<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
Convenience property that gives access to the active property of the [CameraFeed].
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>
diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml
index 3bea8cde21..37827defec 100644
--- a/doc/classes/CanvasGroup.xml
+++ b/doc/classes/CanvasGroup.xml
@@ -1,17 +1,37 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CanvasGroup" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Merges several 2D nodes into a single draw operation.
</brief_description>
<description>
+ Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without blending (set [member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this effect).
+ [b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom [Shader] use the following:
+ [codeblock]
+ shader_type canvas_item;
+
+ void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+
+ if (c.a &gt; 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+ }
+ [/codeblock]
+ [b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both utilize the backbuffer, children of a [CanvasGroup] who have their [member CanvasItem.clip_children] set to anything other than [constant CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly.
</description>
<tutorials>
</tutorials>
<members>
<member name="clear_margin" type="float" setter="set_clear_margin" getter="get_clear_margin" default="10.0">
+ Sets the size of the margin used to expand the clearing rect of this [CanvasGroup]. This expands the area of the backbuffer that will be used by the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer used which can increase performance, however if [member use_mipmaps] is enabled, a small margin may result in mipmap errors at the edge of the [CanvasGroup]. Accordingly, this should be left as small as possible, but should be increased if artifacts appear along the edges of the canvas group.
</member>
<member name="fit_margin" type="float" setter="set_fit_margin" getter="get_fit_margin" default="10.0">
+ Sets the size of a margin used to expand the drawable rect of this [CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect around its children then expanding that rect by [member fit_margin]. This increases both the backbuffer area used and the area covered by the [CanvasGroup] both of which can reduce performance. This should be kept as small as possible and should only be expanded when an increased size is needed (e.g. for custom shader effects).
</member>
<member name="use_mipmaps" type="bool" setter="set_use_mipmaps" getter="is_using_mipmaps" default="false">
+ If [code]true[/code], calculates mipmaps for the backbuffer before drawing the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] attached to the [CanvasGroup]. Generating mipmaps has a performance cost so this should not be enabled unless required.
</member>
</members>
</class>
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index d8c1af0b3c..5171e0acbe 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -114,7 +114,7 @@
<param index="2" name="src_rect" type="Rect2" />
<param index="3" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<description>
- Draws a textured rectangle region of the font texture with LCD sub-pixel anti-aliasing at a given position, optionally modulated by a color.
+ Draws a textured rectangle region of the font texture with LCD subpixel anti-aliasing at a given position, optionally modulated by a color.
Texture is drawn using the following blend operation, blend mode of the [CanvasItemMaterial] is ignored:
[codeblock]
dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * modulate.a);
@@ -153,6 +153,7 @@
<param index="3" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<param index="4" name="outline" type="float" default="0.0" />
<param index="5" name="pixel_range" type="float" default="4.0" />
+ <param index="6" name="scale" type="float" default="1.0" />
<description>
Draws a textured rectangle region of the multi-channel signed distance field texture at a given position, optionally modulated by a color. See [member FontFile.multichannel_signed_distance_field] for more information and caveats about MSDF font rendering.
If [param outline] is positive, each alpha channel value of pixel in region is set to maximum value of true distance in the [param outline] radius.
@@ -310,16 +311,16 @@
# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
- var default_font = Control.new().get_font("font")
- var default_font_size = Control.new().get_font_size("font_size")
- draw_string(default_font, Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size)
+ var default_font = ThemeDB.fallback_font
+ var default_font_size = ThemeDB.fallback_font_size
+ draw_string(default_font, Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)
[/gdscript]
[csharp]
// If using this method in a script that redraws constantly, move the
- // `default_font` declaration to a member variable assigned in `_ready()`
+ // `default_font` declaration to a member variable assigned in `_Ready()`
// so the Control is only created once.
- Font defaultFont = new Control().GetFont("font");
- int defaultFontSize = new Control().GetFontSize("font_size");
+ Font defaultFont = ThemeDB.FallbackFont;
+ int defaultFontSize = ThemeDB.FallbackFontSize;
DrawString(defaultFont, new Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);
[/csharp]
[/codeblocks]
@@ -404,7 +405,7 @@
<method name="get_canvas_transform" qualifiers="const">
<return type="Transform2D" />
<description>
- Returns the transform matrix of this item's canvas.
+ Returns the transform from the coordinate system of the canvas, this item is in, to the [Viewport]s coordinate system.
</description>
</method>
<method name="get_global_mouse_position" qualifiers="const">
@@ -416,13 +417,13 @@
<method name="get_global_transform" qualifiers="const">
<return type="Transform2D" />
<description>
- Returns the global transform matrix of this item.
+ Returns the global transform matrix of this item, i.e. the combined transform up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that either has no parent, has non-[CanvasItem] parent or it has [member top_level] enabled.
</description>
</method>
<method name="get_global_transform_with_canvas" qualifiers="const">
<return type="Transform2D" />
<description>
- Returns the global transform matrix of this item in relation to the canvas.
+ Returns the transform from the local coordinate system of this [CanvasItem] to the [Viewport]s coordinate system.
</description>
</method>
<method name="get_local_mouse_position" qualifiers="const">
@@ -453,7 +454,14 @@
<method name="get_viewport_transform" qualifiers="const">
<return type="Transform2D" />
<description>
- Returns this item's transform in relation to the viewport.
+ Returns the transform from the coordinate system of the canvas, this item is in, to the [Viewport]s embedders coordinate system.
+ </description>
+ </method>
+ <method name="get_visibility_layer_bit" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="layer" type="int" />
+ <description>
+ Returns an individual bit on the rendering visibility layer.
</description>
</method>
<method name="get_world_2d" qualifiers="const">
@@ -500,6 +508,13 @@
Transformations issued by [param event]'s inputs are applied in local space instead of global space.
</description>
</method>
+ <method name="move_to_front">
+ <return type="void" />
+ <description>
+ Moves this node to display on top of its siblings.
+ Internally, the node is moved to the bottom of parent's children list. The method has no effect on nodes without a parent.
+ </description>
+ </method>
<method name="queue_redraw">
<return type="void" />
<description>
@@ -520,6 +535,14 @@
If [param enable] is [code]true[/code], this node will receive [constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes.
</description>
</method>
+ <method name="set_visibility_layer_bit">
+ <return type="void" />
+ <param index="0" name="layer" type="int" />
+ <param index="1" name="enabled" type="bool" />
+ <description>
+ Set/clear individual bits on the rendering visibility layer. This simplifies editing this [CanvasItem]'s visibility layer.
+ </description>
+ </method>
<method name="show">
<return type="void" />
<description>
@@ -528,7 +551,8 @@
</method>
</methods>
<members>
- <member name="clip_children" type="bool" setter="set_clip_children" getter="is_clipping_children" default="false">
+ <member name="clip_children" type="int" setter="set_clip_children_mode" getter="get_clip_children_mode" enum="CanvasItem.ClipChildrenMode" default="0">
+ Allows the current node to clip children nodes, essentially acting as a mask.
</member>
<member name="light_mask" type="int" setter="set_light_mask" getter="get_light_mask" default="1">
The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.
@@ -557,10 +581,24 @@
<member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false">
If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
</member>
+ <member name="visibility_layer" type="int" setter="set_visibility_layer" getter="get_visibility_layer" default="1">
+ The rendering layer in which this [CanvasItem] is rendered by [Viewport] nodes. A [Viewport] will render a [CanvasItem] if it and all its parents share a layer with the [Viewport]'s canvas cull mask.
+ </member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
[b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
</member>
+ <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
+ If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem].
+ You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree.
+ </member>
+ <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">
+ If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
+ </member>
+ <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
+ Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive).
+ [b]Note:[/b] Changing the Z index of a [Control] only affects the drawing order, not the order in which input events are handled. This can be useful to implement certain UI animations, e.g. a menu where hovered items are scaled and should overlap others.
+ </member>
</members>
<signals>
<signal name="draw">
@@ -645,5 +683,17 @@
<constant name="TEXTURE_REPEAT_MAX" value="4" enum="TextureRepeat">
Represents the size of the [enum TextureRepeat] enum.
</constant>
+ <constant name="CLIP_CHILDREN_DISABLED" value="0" enum="ClipChildrenMode">
+ Child draws over parent and is not clipped.
+ </constant>
+ <constant name="CLIP_CHILDREN_ONLY" value="1" enum="ClipChildrenMode">
+ Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.
+ </constant>
+ <constant name="CLIP_CHILDREN_AND_DRAW" value="2" enum="ClipChildrenMode">
+ Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.
+ </constant>
+ <constant name="CLIP_CHILDREN_MAX" value="3" enum="ClipChildrenMode">
+ Represents the size of the [enum ClipChildrenMode] enum.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index 555137ac45..ce999c06d3 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
+ Embedded [Window]s are placed in layer 1024. CanvasItems in layer 1025 or above appear in front of embedded windows, CanvasItems in layer 1023 or below appear behind embedded windows.
</description>
<tutorials>
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
@@ -18,6 +19,12 @@
Returns the RID of the canvas used by this layer.
</description>
</method>
+ <method name="get_final_transform" qualifiers="const">
+ <return type="Transform2D" />
+ <description>
+ Returns the transform from the [CanvasLayer]s coordinate system to the [Viewport]s coordinate system.
+ </description>
+ </method>
<method name="hide">
<return type="void" />
<description>
@@ -36,7 +43,8 @@
The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/code], uses the default viewport instead.
</member>
<member name="follow_viewport_enabled" type="bool" setter="set_follow_viewport" getter="is_following_viewport" default="false">
- Sets the layer to follow the viewport in order to simulate a pseudo 3D effect.
+ If enabled, the [CanvasLayer] will use the viewport's transform, so it will move when camera moves instead of being anchored in a fixed position on the screen.
+ Together with [member follow_viewport_scale] it can be used for a pseudo 3D effect.
</member>
<member name="follow_viewport_scale" type="float" setter="set_follow_viewport_scale" getter="get_follow_viewport_scale" default="1.0">
Scales the layer when using [member follow_viewport_enabled]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml
index ac18c2d474..d5bf65835f 100644
--- a/doc/classes/CanvasTexture.xml
+++ b/doc/classes/CanvasTexture.xml
@@ -1,25 +1,37 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CanvasTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with optional normal and specular maps for use in 2D rendering.
</brief_description>
<description>
+ [CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It allows using normal maps and specular maps in any node that inherits from [CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and repeat mode independently of the node's properties (or the project settings).
+ [b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-based materials in 3D, use [BaseMaterial3D] instead.
</description>
<tutorials>
</tutorials>
<members>
<member name="diffuse_texture" type="Texture2D" setter="set_diffuse_texture" getter="get_diffuse_texture">
+ The diffuse (color) texture to use. This is the main texture you want to set in most cases.
</member>
<member name="normal_texture" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture">
+ The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)">
+ The multiplier for specular reflection colors. The [Light2D]'s color is also taken into account when determining the reflection color. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
</member>
<member name="specular_shininess" type="float" setter="set_specular_shininess" getter="get_specular_shininess" default="1.0">
+ The specular exponent for [Light2D] specular reflections. Higher values result in a more glossy/"wet" look, with reflections becoming more localized and less visible overall. The default value of [code]1.0[/code] disables specular reflections entirely. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
</member>
<member name="specular_texture" type="Texture2D" setter="set_specular_texture" getter="get_specular_texture">
+ The specular map to use for [Light2D] specular reflections. This should be a grayscale or colored texture, with brighter areas resulting in a higher [member specular_shininess] value. Using a colored [member specular_texture] allows controlling specular shininess on a per-channel basis. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
</member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0">
+ The texture filtering mode to use when drawing this [CanvasTexture].
</member>
<member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0">
+ The texture repeat mode to use when drawing this [CanvasTexture].
</member>
</members>
</class>
diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml
index c98b194a4d..a6f707383f 100644
--- a/doc/classes/CharFXTransform.xml
+++ b/doc/classes/CharFXTransform.xml
@@ -46,6 +46,9 @@
<member name="range" type="Vector2i" setter="set_range" getter="get_range" default="Vector2i(0, 0)">
Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing.
</member>
+ <member name="relative_index" type="int" setter="set_relative_index" getter="get_relative_index" default="0">
+ The character offset of the glyph, relative to the current [RichTextEffect] custom block. Setting this property won't affect drawing.
+ </member>
<member name="visible" type="bool" setter="set_visibility" getter="is_visible" default="true">
If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead.
</member>
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 2f8e1a7bb8..7395556d05 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -10,7 +10,7 @@
</description>
<tutorials>
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
- <link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link>
+ <link title="Using CharacterBody2D">$DOCS_URL/tutorials/physics/using_character_body_2d.html</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
</tutorials>
@@ -152,7 +152,7 @@
</member>
<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="1.0">
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
- As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
+ As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping.
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 6a1975d40f..309e2231a4 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -137,7 +137,7 @@
</member>
<member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="0.1">
Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction].
- As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping.
+ As long as the snapping vector is in contact with the ground and the body moves against [member up_direction], the body will remain attached to the surface. Snapping is not applied if the body moves along [member up_direction], so it will be able to detach from the ground when jumping.
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml
index d39b75ae52..3ee18cf351 100644
--- a/doc/classes/CheckBox.xml
+++ b/doc/classes/CheckBox.xml
@@ -4,7 +4,7 @@
Binary choice user interface widget. See also [CheckButton].
</brief_description>
<description>
- A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.
+ A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For example, it could be used when toggling it will only do something once a confirmation button is pressed.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
@@ -35,7 +35,7 @@
<theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
The [CheckBox] text's font color when it's pressed.
</theme_item>
- <theme_item name="check_v_adjust" data_type="constant" type="int" default="0">
+ <theme_item name="check_v_offset" data_type="constant" type="int" default="0">
The vertical offset used when rendering the check icons (in pixels).
</theme_item>
<theme_item name="h_separation" data_type="constant" type="int" default="4">
@@ -43,6 +43,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
The [Font] to use for the [CheckBox] text.
diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml
index f49da69926..03578cafd0 100644
--- a/doc/classes/CheckButton.xml
+++ b/doc/classes/CheckButton.xml
@@ -4,7 +4,7 @@
Checkable button. See also [CheckBox].
</brief_description>
<description>
- CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
+ CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For example, it could be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
<tutorials>
@@ -35,7 +35,7 @@
<theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
The [CheckButton] text's font color when it's pressed.
</theme_item>
- <theme_item name="check_v_adjust" data_type="constant" type="int" default="0">
+ <theme_item name="check_v_offset" data_type="constant" type="int" default="0">
The vertical offset used when rendering the toggle icons (in pixels).
</theme_item>
<theme_item name="h_separation" data_type="constant" type="int" default="4">
@@ -43,6 +43,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
The [Font] to use for the [CheckButton] text.
@@ -50,30 +51,30 @@
<theme_item name="font_size" data_type="font_size" type="int">
Font size of the [CheckButton]'s text.
</theme_item>
- <theme_item name="off" data_type="icon" type="Texture2D">
- The icon to display when the [CheckButton] is unchecked (for left-to-right layouts).
- </theme_item>
- <theme_item name="off_disabled" data_type="icon" type="Texture2D">
- The icon to display when the [CheckButton] is unchecked and disabled (for left-to-right layouts).
- </theme_item>
- <theme_item name="off_disabled_mirrored" data_type="icon" type="Texture2D">
- The icon to display when the [CheckButton] is unchecked and disabled (for right-to-left layouts).
- </theme_item>
- <theme_item name="off_mirrored" data_type="icon" type="Texture2D">
- The icon to display when the [CheckButton] is unchecked (for right-to-left layouts).
- </theme_item>
- <theme_item name="on" data_type="icon" type="Texture2D">
+ <theme_item name="checked" data_type="icon" type="Texture2D">
The icon to display when the [CheckButton] is checked (for left-to-right layouts).
</theme_item>
- <theme_item name="on_disabled" data_type="icon" type="Texture2D">
+ <theme_item name="checked_disabled" data_type="icon" type="Texture2D">
The icon to display when the [CheckButton] is checked and disabled (for left-to-right layouts).
</theme_item>
- <theme_item name="on_disabled_mirrored" data_type="icon" type="Texture2D">
+ <theme_item name="checked_disabled_mirrored" data_type="icon" type="Texture2D">
The icon to display when the [CheckButton] is checked and disabled (for right-to-left layouts).
</theme_item>
- <theme_item name="on_mirrored" data_type="icon" type="Texture2D">
+ <theme_item name="checked_mirrored" data_type="icon" type="Texture2D">
The icon to display when the [CheckButton] is checked (for right-to-left layouts).
</theme_item>
+ <theme_item name="unchecked" data_type="icon" type="Texture2D">
+ The icon to display when the [CheckButton] is unchecked (for left-to-right layouts).
+ </theme_item>
+ <theme_item name="unchecked_disabled" data_type="icon" type="Texture2D">
+ The icon to display when the [CheckButton] is unchecked and disabled (for left-to-right layouts).
+ </theme_item>
+ <theme_item name="unchecked_disabled_mirrored" data_type="icon" type="Texture2D">
+ The icon to display when the [CheckButton] is unchecked and disabled (for right-to-left layouts).
+ </theme_item>
+ <theme_item name="unchecked_mirrored" data_type="icon" type="Texture2D">
+ The icon to display when the [CheckButton] is unchecked (for right-to-left layouts).
+ </theme_item>
<theme_item name="disabled" data_type="style" type="StyleBox">
The [StyleBox] to display as a background when the [CheckButton] is disabled.
</theme_item>
diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml
index 58a536406f..5d3c6210f6 100644
--- a/doc/classes/ClassDB.xml
+++ b/doc/classes/ClassDB.xml
@@ -13,7 +13,7 @@
<return type="bool" />
<param index="0" name="class" type="StringName" />
<description>
- Returns [code]true[/code] if you can instance objects from the specified [param class], [code]false[/code] in other case.
+ Returns [code]true[/code] if objects can be instantiated from the specified [param class], otherwise returns [code]false[/code].
</description>
</method>
<method name="class_exists" qualifiers="const">
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index ca482a39e0..c313e6c875 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -4,7 +4,7 @@
Multiline text control intended for editing code.
</brief_description>
<description>
- CodeEdit is a specialised [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management.
+ CodeEdit is a specialized [TextEdit] designed for editing plain text code files. It contains a bunch of features commonly found in code editors such as line numbers, line folding, code completion, indent management and string / comment management.
[b]Note:[/b] By default [CodeEdit] always use left-to-right text direction to correctly display source code.
</description>
<tutorials>
@@ -616,8 +616,8 @@
<theme_item name="font_readonly_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)">
Sets the font [Color] when [member TextEdit.editable] is disabled.
</theme_item>
- <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 1)">
- Sets the [Color] of the selected text. [member TextEdit.override_selected_font_color] has to be enabled.
+ <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)">
+ Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored.
</theme_item>
<theme_item name="line_length_guideline_color" data_type="color" type="Color" default="Color(0.3, 0.5, 0.8, 0.1)">
[Color] of the main line length guideline, secondary guidelines will have 50% alpha applied.
@@ -651,6 +651,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
Sets the default [Font].
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index ee69015ae1..3ed2c9d3de 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -157,7 +157,7 @@
<param index="0" name="owner_id" type="int" />
<param index="1" name="shape_id" type="int" />
<description>
- Returns the [Shape2D] with the given id from the given shape owner.
+ Returns the [Shape2D] with the given ID from the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
@@ -172,7 +172,7 @@
<param index="0" name="owner_id" type="int" />
<param index="1" name="shape_id" type="int" />
<description>
- Returns the child index of the [Shape2D] with the given id from the given shape owner.
+ Returns the child index of the [Shape2D] with the given ID from the given shape owner.
</description>
</method>
<method name="shape_owner_get_transform" qualifiers="const">
diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml
index f10136521a..c302963b92 100644
--- a/doc/classes/CollisionObject3D.xml
+++ b/doc/classes/CollisionObject3D.xml
@@ -130,7 +130,7 @@
<param index="0" name="owner_id" type="int" />
<param index="1" name="shape_id" type="int" />
<description>
- Returns the [Shape3D] with the given id from the given shape owner.
+ Returns the [Shape3D] with the given ID from the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
@@ -145,7 +145,7 @@
<param index="0" name="owner_id" type="int" />
<param index="1" name="shape_id" type="int" />
<description>
- Returns the child index of the [Shape3D] with the given id from the given shape owner.
+ Returns the child index of the [Shape3D] with the given ID from the given shape owner.
</description>
</method>
<method name="shape_owner_get_transform" qualifiers="const">
diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml
index fa8fbd0d3e..75530370bc 100644
--- a/doc/classes/CollisionShape2D.xml
+++ b/doc/classes/CollisionShape2D.xml
@@ -14,6 +14,10 @@
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<members>
+ <member name="debug_color" type="Color" setter="set_debug_color" getter="get_debug_color" default="Color(0, 0, 0, 1)">
+ The collision shape debug color.
+ [b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented here is a placeholder, and not the actual default debug color.
+ </member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
</member>
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 3a3803c1da..d1387d088d 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -1,12 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Color" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Color in RGBA format using floats on the range of 0 to 1.
+ Color built-in type, in RGBA format.
</brief_description>
<description>
- A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for opacity. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors).
- You can also create a color from standardized color names by using the string constructor or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
- If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8].
+ A color represented in RGBA format by red ([member r]), green ([member g]), blue ([member b]), and alpha ([member a]) components. Each component is a 16-bit floating-point value, usually ranging from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may support values greater than 1, for overbright or High Dynamic Range colors. If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8].
+ Colors can also be created by name from a set of standardized colors, through the [String] constructor, [method from_string], or by directly fetching the color constants documented here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url], with the addition of [constant TRANSPARENT].
[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
</description>
@@ -19,7 +18,8 @@
<constructor name="Color">
<return type="Color" />
<description>
- Constructs a default-initialized [Color] with all components set to [code]0[/code].
+ Constructs a default [Color] from opaque black. This is the same as [constant BLACK].
+ [b]Note:[/b] in C#, constructs an empty color with all of its components set to [code]0.0[/code] (transparent black).
</description>
</constructor>
<constructor name="Color">
@@ -27,10 +27,10 @@
<param index="0" name="from" type="Color" />
<param index="1" name="alpha" type="float" />
<description>
- Constructs a [Color] from an existing color, but with a custom alpha value.
+ Constructs a [Color] from the existing color, with [member a] set to the given [param alpha] value.
[codeblocks]
[gdscript]
- var red = Color(Color.red, 0.2) # 20% opaque red.
+ var red = Color(Color.RED, 0.2) # 20% opaque red.
[/gdscript]
[csharp]
var red = new Color(Colors.Red, 0.2f); // 20% opaque red.
@@ -49,7 +49,7 @@
<return type="Color" />
<param index="0" name="code" type="String" />
<description>
- Constructs a [Color] either from an HTML color code or from a standardized color name. Supported color names are the same as the constants.
+ Constructs a [Color] either from an HTML color code or from a standardized color name. The supported color names are the same as the constants.
</description>
</constructor>
<constructor name="Color">
@@ -57,7 +57,7 @@
<param index="0" name="code" type="String" />
<param index="1" name="alpha" type="float" />
<description>
- Constructs a [Color] either from an HTML color code or from a standardized color name, with [param alpha] on the range of 0 to 1. Supported color names are the same as the constants.
+ Constructs a [Color] either from an HTML color code or from a standardized color name, with [param alpha] on the range of 0.0 to 1.0. The supported color names are the same as the constants.
</description>
</constructor>
<constructor name="Color">
@@ -66,7 +66,7 @@
<param index="1" name="g" type="float" />
<param index="2" name="b" type="float" />
<description>
- Constructs a [Color] from RGB values, typically between 0 and 1. Alpha will be 1.
+ Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member a] is set to 1.0.
[codeblocks]
[gdscript]
var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`
@@ -84,7 +84,7 @@
<param index="2" name="b" type="float" />
<param index="3" name="a" type="float" />
<description>
- Constructs a [Color] from RGBA values, typically between 0 and 1.
+ Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.
[codeblocks]
[gdscript]
var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, 204)`
@@ -101,7 +101,7 @@
<return type="Color" />
<param index="0" name="over" type="Color" />
<description>
- Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values.
+ Returns a new color resulting from overlaying this color over the given color. In a painting program, you can imagine it as the [param over] color painted over this colour (including alpha).
[codeblocks]
[gdscript]
var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%
@@ -128,7 +128,7 @@
<return type="Color" />
<param index="0" name="amount" type="float" />
<description>
- Returns a new color resulting from making this color darker by the specified percentage (ratio from 0 to 1).
+ Returns a new color resulting from making this color darker by the specified [param amount] (ratio from 0.0 to 1.0). See also [method lightened].
[codeblocks]
[gdscript]
var green = Color(0.0, 1.0, 0.0)
@@ -141,12 +141,6 @@
[/codeblocks]
</description>
</method>
- <method name="find_named_color" qualifiers="static">
- <return type="int" />
- <param index="0" name="name" type="String" />
- <description>
- </description>
- </method>
<method name="from_hsv" qualifiers="static">
<return type="Color" />
<param index="0" name="h" type="float" />
@@ -154,7 +148,7 @@
<param index="2" name="v" type="float" />
<param index="3" name="alpha" type="float" default="1.0" />
<description>
- Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV profile[/url]. [param h] (hue), [param s] (saturation), and [param v] (value) are typically between 0 and 1.
+ Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param v]) are typically between 0.0 and 1.0.
[codeblocks]
[gdscript]
var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)
@@ -172,7 +166,7 @@
<param index="2" name="l" type="float" />
<param index="3" name="alpha" type="float" default="1.0" />
<description>
- Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. [param h] (hue), [param s] (saturation), and [param l] (lightness) are typically between 0 and 1.
+ Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param s]), and lightness ([param l]) are typically between 0.0 and 1.0.
[codeblocks]
[gdscript]
var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)
@@ -187,6 +181,7 @@
<return type="Color" />
<param index="0" name="rgbe" type="int" />
<description>
+ Encodes a [Color] from a RGBE9995 format integer. See [constant Image.FORMAT_RGBE9995].
</description>
</method>
<method name="from_string" qualifiers="static">
@@ -194,61 +189,61 @@
<param index="0" name="str" type="String" />
<param index="1" name="default" type="Color" />
<description>
+ Creates a [Color] from the given string, which can be either an HTML color code or a named color (case-insensitive). Returns [param default] if the color cannot be inferred from the string.
</description>
</method>
<method name="get_luminance" qualifiers="const">
<return type="float" />
<description>
- Returns the luminance of the color in the [code][0.0, 1.0][/code] range.
- This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark.
- [b]Note:[/b] [method get_luminance] relies on the colour being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first.
- </description>
- </method>
- <method name="get_named_color" qualifiers="static">
- <return type="Color" />
- <param index="0" name="idx" type="int" />
- <description>
- </description>
- </method>
- <method name="get_named_color_count" qualifiers="static">
- <return type="int" />
- <description>
- </description>
- </method>
- <method name="get_named_color_name" qualifiers="static">
- <return type="String" />
- <param index="0" name="idx" type="int" />
- <description>
+ Returns the light intensity of the color, as a value between 0.0 and 1.0 (inclusive). This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark.
+ [b]Note:[/b] [method get_luminance] relies on the color being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first.
</description>
</method>
<method name="hex" qualifiers="static">
<return type="Color" />
<param index="0" name="hex" type="int" />
<description>
+ Returns the [Color] associated with the provided [param hex] integer in 32-bit ARGB format (8 bits per channel, alpha channel first).
+ In GDScript and C#, the [int] is best visualized with hexadecimal notation ([code]"0x"[/code] prefix).
+ [codeblocks]
+ [gdscript]
+ var red = Color.hex(0xffff0000)
+ var dark_cyan = Color.hex(0xff008b8b)
+ var my_color = Color.hex(0xa4bbefd2)
+ [/gdscript]
+ [csharp]
+ var red = new Color(0xffff0000);
+ var dark_cyan = new Color(0xff008b8b);
+ var my_color = new Color(0xa4bbefd2);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="hex64" qualifiers="static">
<return type="Color" />
<param index="0" name="hex" type="int" />
<description>
+ Returns the [Color] associated with the provided [param hex] integer in 64-bit ARGB format (16 bits per channel, alpha channel first).
+ In GDScript and C#, the [int] is best visualized with hexadecimal notation ([code]"0x"[/code] prefix).
</description>
</method>
<method name="html" qualifiers="static">
<return type="Color" />
<param index="0" name="rgba" type="String" />
<description>
- Returns a new color from [param rgba], an HTML hexadecimal color string. [param rgba] is not case sensitive, and may be prefixed with a '#' character.
- [param rgba] must be a valid three-digit or six-digit hexadecimal color string, and may contain an alpha channel value. If [param rgba] does not contain an alpha channel value, an alpha channel value of 1.0 is applied.
- If [param rgba] is invalid a Color(0.0, 0.0, 0.0, 1.0) is returned.
- [b]Note:[/b] This method is not implemented in C#, but the same functionality is provided in the class constructor.
+ Returns a new color from [param rgba], an HTML hexadecimal color string. [param rgba] is not case-sensitive, and may be prefixed by a hash sign ([code]#[/code]).
+ [param rgba] must be a valid three-digit or six-digit hexadecimal color string, and may contain an alpha channel value. If [param rgba] does not contain an alpha channel value, an alpha channel value of 1.0 is applied. If [param rgba] is invalid, returns an empty color.
+ [b]Note:[/b] In C#, this method is not implemented. The same functionality is provided by the Color constructor.
[codeblocks]
[gdscript]
- var green = Color.html("#00FF00FF") # set green to Color(0.0, 1.0, 0.0, 1.0)
- var blue = Color.html("#0000FF") # set blue to Color(0.0, 0.0, 1.0, 1.0)
+ var blue = Color.html("#0000ff") # blue is Color(0.0, 0.0, 1.0, 1.0)
+ var green = Color.html("#0F0") # green is Color(0.0, 1.0, 0.0, 1.0)
+ var col = Color.html("663399cc") # col is Color(0.4, 0.2, 0.6, 0.8)
[/gdscript]
[csharp]
- var green = new Color("#00FF00FF"); // set green to Color(0.0, 1.0, 0.0, 1.0)
- var blue = new Color("#0000FF"); // set blue to Color(0.0, 0.0, 1.0, 1.0)
+ var blue = Color.FromHtml("#0000ff"); // blue is Color(0.0, 0.0, 1.0, 1.0)
+ var green = Color.FromHtml("#0F0"); // green is Color(0.0, 1.0, 0.0, 1.0)
+ var col = Color.FromHtml("663399cc"); // col is Color(0.4, 0.2, 0.6, 0.8)
[/csharp]
[/codeblocks]
</description>
@@ -257,24 +252,25 @@
<return type="bool" />
<param index="0" name="color" type="String" />
<description>
- Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color string. [param color] is not case sensitive, and may be prefixed with a '#' character.
- For a string to be valid it must be three-digit or six-digit hexadecimal, and may contain an alpha channel value.
+ Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color string. The string must be a hexadecimal value (case-insensitive) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). This method is identical to [method String.is_valid_html_color].
[codeblocks]
[gdscript]
- var result = Color.html_is_valid("#55aaFF") # result is true
- result = Color.html_is_valid("#55AAFF20") # result is true
- result = Color.html_is_valid("55AAFF") # result is true
- result = Color.html_is_valid("#F2C") # result is true
- result = Color.html_is_valid("#AABBC) # result is false
- result = Color.html_is_valid("#55aaFF5") # result is false
+ Color.html_is_valid("#55aaFF") # Returns true
+ Color.html_is_valid("#55AAFF20") # Returns true
+ Color.html_is_valid("55AAFF") # Returns true
+ Color.html_is_valid("#F2C") # Returns true
+
+ Color.html_is_valid("#AABBC) # Returns false
+ Color.html_is_valid("#55aaFF5") # Returns false
[/gdscript]
[csharp]
- var result = Color.HtmlIsValid("#55AAFF"); // result is true
- result = Color.HtmlIsValid("#55AAFF20"); // result is true
- result = Color.HtmlIsValid("55AAFF); // result is true
- result = Color.HtmlIsValid("#F2C"); // result is true
- result = Color.HtmlIsValid("#AABBC"); // result is false
- result = Color.HtmlIsValid("#55aaFF5"); // result is false
+ Color.IsHtmlValid("#55AAFF"); // Returns true
+ Color.IsHtmlValid("#55AAFF20"); // Returns true
+ Color.IsHtmlValid("55AAFF"); // Returns true
+ Color.IsHtmlValid("#F2C"); // Returns true
+
+ Color.IsHtmlValid("#AABBC"); // Returns false
+ Color.IsHtmlValid("#55aaFF5"); // Returns false
[/csharp]
[/codeblocks]
</description>
@@ -282,13 +278,15 @@
<method name="inverted" qualifiers="const">
<return type="Color" />
<description>
- Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].
+ Returns the color with its [member r], [member g], and [member b] components inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).
[codeblocks]
[gdscript]
+ var black = Color.WHITE.inverted()
var color = Color(0.3, 0.4, 0.9)
var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`
[/gdscript]
[csharp]
+ var black = Colors.White.Inverted();
var color = new Color(0.3f, 0.4f, 0.9f);
Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, 0.6f, 0.1f)`
[/csharp]
@@ -307,17 +305,23 @@
<param index="0" name="to" type="Color" />
<param index="1" name="weight" type="float" />
<description>
- Returns the linear interpolation with another color. The interpolation factor [param weight] is between 0 and 1.
+ Returns the linear interpolation between this color's components and [param to]'s components. The interpolation factor [param weight] should be between 0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].
[codeblocks]
[gdscript]
- var c1 = Color(1.0, 0.0, 0.0)
- var c2 = Color(0.0, 1.0, 0.0)
- var lerp_color = c1.lerp(c2, 0.5) # Equivalent to `Color(0.5, 0.5, 0.0)`
+ var red = Color(1.0, 0.0, 0.0)
+ var aqua = Color(0.0, 1.0, 0.8)
+
+ red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)
+ red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)
+ red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)
[/gdscript]
[csharp]
- var c1 = new Color(1.0f, 0.0f, 0.0f);
- var c2 = new Color(0.0f, 1.0f, 0.0f);
- Color lerpColor = c1.Lerp(c2, 0.5f); // Equivalent to `new Color(0.5f, 0.5f, 0.0f)`
+ var red = new Color(1.0f, 0.0f, 0.0f);
+ var aqua = new Color(0.0f, 1.0f, 0.8f);
+
+ red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)
+ red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)
+ red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)
[/csharp]
[/codeblocks]
</description>
@@ -326,15 +330,15 @@
<return type="Color" />
<param index="0" name="amount" type="float" />
<description>
- Returns a new color resulting from making this color lighter by the specified percentage (ratio from 0 to 1).
+ Returns a new color resulting from making this color lighter by the specified [param amount], which should be a ratio from 0.0 to 1.0. See also [method darkened].
[codeblocks]
[gdscript]
var green = Color(0.0, 1.0, 0.0)
- var lightgreen = green.lightened(0.2) # 20% lighter than regular green
+ var light_green = green.lightened(0.2) # 20% lighter than regular green
[/gdscript]
[csharp]
var green = new Color(0.0f, 1.0f, 0.0f);
- Color lightgreen = green.Lightened(0.2f); // 20% lighter than regular green
+ Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green
[/csharp]
[/codeblocks]
</description>
@@ -342,19 +346,19 @@
<method name="linear_to_srgb" qualifiers="const">
<return type="Color" />
<description>
- Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This assumes the original color is in the linear color space. See also [method srgb_to_linear] which performs the opposite operation.
+ Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This method assumes the original color is in the linear color space. See also [method srgb_to_linear] which performs the opposite operation.
</description>
</method>
<method name="srgb_to_linear" qualifiers="const">
<return type="Color" />
<description>
- Returns the color converted to the linear color space. This assumes the original color is in the sRGB color space. See also [method linear_to_srgb] which performs the opposite operation.
+ Returns the color converted to the linear color space. This method assumes the original color already is in the sRGB color space. See also [method linear_to_srgb] which performs the opposite operation.
</description>
</method>
<method name="to_abgr32" qualifiers="const">
<return type="int" />
<description>
- Returns the color converted to a 32-bit integer in ABGR format (each byte represents a color channel). ABGR is the reversed version of the default format.
+ Returns the color converted to a 32-bit integer in ABGR format (each component is 8 bits). ABGR is the reversed version of the default RGBA format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -370,7 +374,7 @@
<method name="to_abgr64" qualifiers="const">
<return type="int" />
<description>
- Returns the color converted to a 64-bit integer in ABGR format (each word represents a color channel). ABGR is the reversed version of the default format.
+ Returns the color converted to a 64-bit integer in ABGR format (each component is 16 bits). ABGR is the reversed version of the default RGBA format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -386,7 +390,7 @@
<method name="to_argb32" qualifiers="const">
<return type="int" />
<description>
- Returns the color converted to a 32-bit integer in ARGB format (each byte represents a color channel). ARGB is more compatible with DirectX.
+ Returns the color converted to a 32-bit integer in ARGB format (each component is 8 bits). ARGB is more compatible with DirectX.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -402,7 +406,7 @@
<method name="to_argb64" qualifiers="const">
<return type="int" />
<description>
- Returns the color converted to a 64-bit integer in ARGB format (each word represents a color channel). ARGB is more compatible with DirectX.
+ Returns the color converted to a 64-bit integer in ARGB format (each component is 16 bits). ARGB is more compatible with DirectX.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -419,18 +423,18 @@
<return type="String" />
<param index="0" name="with_alpha" type="bool" default="true" />
<description>
- Returns the color converted to an HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]).
- Setting [param with_alpha] to [code]false[/code] excludes alpha from the hexadecimal string (and uses RGB instead of RGBA format).
+ Returns the color converted to an HTML hexadecimal color [String] in RGBA format, without the hash ([code]#[/code]) prefix.
+ Setting [param with_alpha] to [code]false[/code], excludes alpha from the hexadecimal string, using RGB format instead of RGBA format.
[codeblocks]
[gdscript]
- var color = Color(1, 1, 1, 0.5)
- var with_alpha = color.to_html() # Returns "ffffff7f"
- var without_alpha = color.to_html(false) # Returns "ffffff"
+ var white = Color(1, 1, 1, 0.5)
+ var with_alpha = white.to_html() # Returns "ffffff7f"
+ var without_alpha = white.to_html(false) # Returns "ffffff"
[/gdscript]
[csharp]
- var color = new Color(1, 1, 1, 0.5f);
- String withAlpha = color.ToHtml(); // Returns "ffffff7f"
- String withoutAlpha = color.ToHtml(false); // Returns "ffffff"
+ var white = new Color(1, 1, 1, 0.5f);
+ string withAlpha = white.ToHtml(); // Returns "ffffff7f"
+ string withoutAlpha = white.ToHtml(false); // Returns "ffffff"
[/csharp]
[/codeblocks]
</description>
@@ -438,7 +442,7 @@
<method name="to_rgba32" qualifiers="const">
<return type="int" />
<description>
- Returns the color converted to a 32-bit integer in RGBA format (each byte represents a color channel). RGBA is Godot's default format.
+ Returns the color converted to a 32-bit integer in RGBA format (each component is 8 bits). RGBA is Godot's default format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -454,7 +458,7 @@
<method name="to_rgba64" qualifiers="const">
<return type="int" />
<description>
- Returns the color converted to a 64-bit integer in RGBA format (each word represents a color channel). RGBA is Godot's default format.
+ Returns the color converted to a 64-bit integer in RGBA format (each component is 16 bits). RGBA is Godot's default format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -473,19 +477,19 @@
The color's alpha component, typically on the range of 0 to 1. A value of 0 means that the color is fully transparent. A value of 1 means that the color is fully opaque.
</member>
<member name="a8" type="int" setter="" getter="" default="255">
- Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1.
+ Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1.
</member>
<member name="b" type="float" setter="" getter="" default="0.0">
The color's blue component, typically on the range of 0 to 1.
</member>
<member name="b8" type="int" setter="" getter="" default="0">
- Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1.
+ Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1.
</member>
<member name="g" type="float" setter="" getter="" default="0.0">
The color's green component, typically on the range of 0 to 1.
</member>
<member name="g8" type="int" setter="" getter="" default="0">
- Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1.
+ Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1.
</member>
<member name="h" type="float" setter="" getter="" default="0.0">
The HSV hue of this color, on the range 0 to 1.
@@ -494,7 +498,7 @@
The color's red component, typically on the range of 0 to 1.
</member>
<member name="r8" type="int" setter="" getter="" default="0">
- Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1.
+ Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1.
</member>
<member name="s" type="float" setter="" getter="" default="0.0">
The HSV saturation of this color, on the range 0 to 1.
@@ -526,7 +530,7 @@
Bisque color.
</constant>
<constant name="BLACK" value="Color(0, 0, 0, 1)">
- Black color.
+ Black color. In GDScript, this is the default value of any color.
</constant>
<constant name="BLANCHED_ALMOND" value="Color(1, 0.921569, 0.803922, 1)">
Blanched almond color.
@@ -948,7 +952,7 @@
<return type="bool" />
<param index="0" name="right" type="Color" />
<description>
- Returns [code]true[/code] if the colors are not equal.
+ Returns [code]true[/code] if the colors are not exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
@@ -1020,7 +1024,7 @@
<return type="float" />
<param index="0" name="index" type="int" />
<description>
- Access color components using their index. [code]c[0][/code] is equivalent to [code]c.r[/code], [code]c[1][/code] is equivalent to [code]c.g[/code], [code]c[2][/code] is equivalent to [code]c.b[/code], and [code]c[3][/code] is equivalent to [code]c.a[/code].
+ Access color components using their index. [code][0][/code] is equivalent to [member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is equivalent to [member b], and [code][3][/code] is equivalent to [member a].
</description>
</operator>
<operator name="operator unary+">
@@ -1032,7 +1036,7 @@
<operator name="operator unary-">
<return type="Color" />
<description>
- Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code].
+ Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with [method inverted], the [member a] component is inverted, too.
</description>
</operator>
</operators>
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index e992d6f9d4..2b287d7546 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -19,6 +19,14 @@
[b]Note:[/b] The presets list is only for [i]this[/i] color picker.
</description>
</method>
+ <method name="add_recent_preset">
+ <return type="void" />
+ <param index="0" name="color" type="Color" />
+ <description>
+ Adds the given color to a list of color recent presets so that it can be picked later. Recent presets are the colors that were picked recently, a new preset is automatically created and added to recent presets when you pick a new color.
+ [b]Note:[/b] The recent presets list is only for [i]this[/i] color picker.
+ </description>
+ </method>
<method name="erase_preset">
<return type="void" />
<param index="0" name="color" type="Color" />
@@ -26,34 +34,59 @@
Removes the given color from the list of color presets of this color picker.
</description>
</method>
+ <method name="erase_recent_preset">
+ <return type="void" />
+ <param index="0" name="color" type="Color" />
+ <description>
+ Removes the given color from the list of color recent presets of this color picker.
+ </description>
+ </method>
<method name="get_presets" qualifiers="const">
<return type="PackedColorArray" />
<description>
Returns the list of colors in the presets of the color picker.
</description>
</method>
+ <method name="get_recent_presets" qualifiers="const">
+ <return type="PackedColorArray" />
+ <description>
+ Returns the list of colors in the recent presets of the color picker.
+ </description>
+ </method>
</methods>
<members>
+ <member name="can_add_swatches" type="bool" setter="set_can_add_swatches" getter="are_swatches_enabled" default="true">
+ If [code]true[/code], it's possible to add presets under Swatches. If [code]false[/code], the button to add presets is disabled.
+ </member>
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(1, 1, 1, 1)">
The currently selected color.
</member>
<member name="color_mode" type="int" setter="set_color_mode" getter="get_color_mode" enum="ColorPicker.ColorModeType" default="0">
The currently selected color mode. See [enum ColorModeType].
</member>
+ <member name="color_modes_visible" type="bool" setter="set_modes_visible" getter="are_modes_visible" default="true">
+ If [code]true[/code], the color mode buttons are visible.
+ </member>
<member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode" default="false">
If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).
</member>
<member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" default="true">
If [code]true[/code], shows an alpha channel slider (opacity).
</member>
+ <member name="hex_visible" type="bool" setter="set_hex_visible" getter="is_hex_visible" default="true">
+ If [code]true[/code], the hex color code input field is visible.
+ </member>
<member name="picker_shape" type="int" setter="set_picker_shape" getter="get_picker_shape" enum="ColorPicker.PickerShapeType" default="0">
The shape of the color space view. See [enum PickerShapeType].
</member>
- <member name="presets_enabled" type="bool" setter="set_presets_enabled" getter="are_presets_enabled" default="true">
- If [code]true[/code], the "add preset" button is enabled.
- </member>
<member name="presets_visible" type="bool" setter="set_presets_visible" getter="are_presets_visible" default="true">
- If [code]true[/code], saved color presets are visible.
+ If [code]true[/code], the Swatches and Recent Colors presets are visible.
+ </member>
+ <member name="sampler_visible" type="bool" setter="set_sampler_visible" getter="is_sampler_visible" default="true">
+ If [code]true[/code], the color sampler and color preview are visible.
+ </member>
+ <member name="sliders_visible" type="bool" setter="set_sliders_visible" getter="are_sliders_visible" default="true">
+ If [code]true[/code], the color sliders are visible.
</member>
<member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" overrides="BoxContainer" default="true" />
</members>
@@ -104,12 +137,16 @@
<constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType">
HSL OK Color Model circle color space.
</constant>
+ <constant name="SHAPE_NONE" value="4" enum="PickerShapeType">
+ The color space shape and the shape select button are hidden. Can't be selected from the shapes popup.
+ </constant>
</constants>
<theme_items>
<theme_item name="h_width" data_type="constant" type="int" default="30">
The width of the hue selection slider.
</theme_item>
<theme_item name="label_width" data_type="constant" type="int" default="10">
+ The minimum width of the color labels next to sliders.
</theme_item>
<theme_item name="margin" data_type="constant" type="int" default="4">
The margin around the [ColorPicker].
@@ -129,15 +166,35 @@
<theme_item name="color_hue" data_type="icon" type="Texture2D">
Custom texture for the hue selection slider on the right.
</theme_item>
+ <theme_item name="color_okhsl_hue" data_type="icon" type="Texture2D">
+ Custom texture for the H slider in the OKHSL color mode.
+ </theme_item>
+ <theme_item name="expanded_arrow" data_type="icon" type="Texture2D">
+ The icon for color preset drop down menu when expanded.
+ </theme_item>
+ <theme_item name="folded_arrow" data_type="icon" type="Texture2D">
+ The icon for color preset drop down menu when folded.
+ </theme_item>
<theme_item name="overbright_indicator" data_type="icon" type="Texture2D">
The indicator used to signalize that the color value is outside the 0-1 range.
</theme_item>
<theme_item name="picker_cursor" data_type="icon" type="Texture2D">
+ The image displayed over the color box/circle (depending on the [member picker_shape]), marking the currently selected color.
</theme_item>
<theme_item name="sample_bg" data_type="icon" type="Texture2D">
+ Background panel for the color preview box (visible when the color is translucent).
</theme_item>
<theme_item name="screen_picker" data_type="icon" type="Texture2D">
The icon for the screen color picker button.
</theme_item>
+ <theme_item name="shape_circle" data_type="icon" type="Texture2D">
+ The icon for circular picker shapes.
+ </theme_item>
+ <theme_item name="shape_rect" data_type="icon" type="Texture2D">
+ The icon for rectangular picker shapes.
+ </theme_item>
+ <theme_item name="shape_rect_wheel" data_type="icon" type="Texture2D">
+ The icon for rectangular wheel picker shapes.
+ </theme_item>
</theme_items>
</class>
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index b7a0bdfb0c..2a37cc162a 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -79,6 +79,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
[Font] of the [ColorPickerButton]'s text.
diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml
index fbb0879fdc..10ee266897 100644
--- a/doc/classes/CompressedCubemap.xml
+++ b/doc/classes/CompressedCubemap.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemap" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ 6-sided texture typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Cubemap] for a general description of cubemaps.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml
index ff096cea47..4221241910 100644
--- a/doc/classes/CompressedCubemapArray.xml
+++ b/doc/classes/CompressedCubemapArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedCubemapArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 6-sided textures typically used in 3D rendering, optionally compressed.
</brief_description>
<description>
+ A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [CubemapArray] for a general description of cubemap arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml
index f74265b8d5..660062af7b 100644
--- a/doc/classes/CompressedTexture2D.xml
+++ b/doc/classes/CompressedTexture2D.xml
@@ -1,10 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A [code].ctex[/code] texture.
+ Texture with 2 dimensions, optionally compressed.
</brief_description>
<description>
- A texture that is loaded from a [code].ctex[/code] file.
+ A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression):
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -13,13 +19,14 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
- Loads the texture from the given path.
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
- The CompressedTexture's file path to a [code].ctex[/code] file.
+ The [CompressedTexture2D]'s file path to a [code].ctex[/code] file.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml
index 0c751759af..0bd894a2da 100644
--- a/doc/classes/CompressedTexture2DArray.xml
+++ b/doc/classes/CompressedTexture2DArray.xml
@@ -1,8 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture2DArray" inherits="CompressedTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Array of 2-dimensional textures, optionally compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture2DArray] for a general description of texture arrays.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CompressedTexture3D.xml b/doc/classes/CompressedTexture3D.xml
index 50bd025861..b11583b684 100644
--- a/doc/classes/CompressedTexture3D.xml
+++ b/doc/classes/CompressedTexture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions, optionally compressed.
</brief_description>
<description>
+ [CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. This file format is internal to Godot; it is created by importing other image formats with the import system.
+ [CompressedTexture3D] uses VRAM compression, which allows to reduce memory usage on the GPU when rendering the texture. This also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
+ See [Texture3D] for a general description of 3D textures.
</description>
<tutorials>
</tutorials>
@@ -11,11 +15,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture from the specified [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file.
</member>
</members>
</class>
diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml
index 547679c0f0..376483ae5c 100644
--- a/doc/classes/CompressedTextureLayered.xml
+++ b/doc/classes/CompressedTextureLayered.xml
@@ -1,8 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CompressedTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture arrays that can optionally be compressed.
</brief_description>
<description>
+ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods:
+ - Uncompressed (uncompressed on the GPU)
+ - Lossless (WebP or PNG, uncompressed on the GPU)
+ - Lossy (WebP, uncompressed on the GPU)
+ - VRAM Compressed (compressed on the GPU)
+ Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
+ Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
<tutorials>
</tutorials>
@@ -11,11 +19,13 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
+ Loads the texture at [param path].
</description>
</method>
</methods>
<members>
<member name="load_path" type="String" setter="load" getter="get_load_path" default="&quot;&quot;">
+ The path the texture should be loaded from.
</member>
</members>
</class>
diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml
index 7ba53f852b..4e60df6b96 100644
--- a/doc/classes/ConfigFile.xml
+++ b/doc/classes/ConfigFile.xml
@@ -163,7 +163,7 @@
<param index="0" name="path" type="String" />
<description>
Loads the config file specified as a parameter. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="load_encrypted">
@@ -172,7 +172,7 @@
<param index="1" name="key" type="PackedByteArray" />
<description>
Loads the encrypted config file specified as a parameter, using the provided [param key] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="load_encrypted_pass">
@@ -181,7 +181,7 @@
<param index="1" name="password" type="String" />
<description>
Loads the encrypted config file specified as a parameter, using the provided [param password] to decrypt it. The file's contents are parsed and loaded in the [ConfigFile] object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="parse">
@@ -189,7 +189,7 @@
<param index="0" name="data" type="String" />
<description>
Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="save">
@@ -197,7 +197,7 @@
<param index="0" name="path" type="String" />
<description>
Saves the contents of the [ConfigFile] object to the file specified as a parameter. The output file uses an INI-style structure.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="save_encrypted">
@@ -206,7 +206,7 @@
<param index="1" name="key" type="PackedByteArray" />
<description>
Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param key] to encrypt it. The output file uses an INI-style structure.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="save_encrypted_pass">
@@ -215,7 +215,7 @@
<param index="1" name="password" type="String" />
<description>
Saves the contents of the [ConfigFile] object to the AES-256 encrypted file specified as a parameter, using the provided [param password] to encrypt it. The output file uses an INI-style structure.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="set_value">
diff --git a/doc/classes/ConfirmationDialog.xml b/doc/classes/ConfirmationDialog.xml
index d4c503857d..48b4df9126 100644
--- a/doc/classes/ConfirmationDialog.xml
+++ b/doc/classes/ConfirmationDialog.xml
@@ -8,10 +8,10 @@
To get cancel action, you can use:
[codeblocks]
[gdscript]
- get_cancel().connect("pressed", self, "cancelled")
+ get_cancel_button().pressed.connect(self.cancelled)
[/gdscript]
[csharp]
- GetCancel().Connect("pressed", this, nameof(Cancelled));
+ GetCancelButton().Pressed += Cancelled;
[/csharp]
[/codeblocks]
</description>
diff --git a/doc/classes/Container.xml b/doc/classes/Container.xml
index a13e1598b2..0e1ef02573 100644
--- a/doc/classes/Container.xml
+++ b/doc/classes/Container.xml
@@ -14,14 +14,14 @@
<method name="_get_allowed_size_flags_horizontal" qualifiers="virtual const">
<return type="PackedInt32Array" />
<description>
- Implement to return a list of allowed horizontal [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the inspector dock.
+ Implement to return a list of allowed horizontal [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock.
[b]Note:[/b] Having no size flags is equal to having [constant Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed.
</description>
</method>
<method name="_get_allowed_size_flags_vertical" qualifiers="virtual const">
<return type="PackedInt32Array" />
<description>
- Implement to return a list of allowed vertical [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the inspector dock.
+ Implement to return a list of allowed vertical [enum Control.SizeFlags] for child nodes. This doesn't technically prevent the usages of any other size flags, if your implementation requires that. This only limits the options available to the user in the Inspector dock.
[b]Note:[/b] Having no size flags is equal to having [constant Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed.
</description>
</method>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 71798d2574..b0351559ee 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -7,12 +7,12 @@
Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change.
For more information on Godot's UI system, anchors, offsets, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes.
[b]User Interface nodes and input[/b]
- Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [code]MainLoop._input_event[/code].
- [b]FIXME:[/b] No longer valid after DisplayServer split and Input refactoring.
+ Godot propagates input events via viewports. Each [Viewport] is responsible for propagating [InputEvent]s to their child nodes. As the [member SceneTree.root] is a [Window], this already happens automatically for all UI elements in your game.
+ Input events are propagated through the [SceneTree] from the root node to all child nodes by calling [method Node._input]. For UI elements specifically, it makes more sense to override the virtual method [method _gui_input], which filters out unrelated input events, such as by checking z-order, [member mouse_filter], focus, or if the event was inside of the control's bounding box.
Call [method accept_event] so no other node receives the event. Once you accept an input, it becomes handled so [method Node._unhandled_input] will not process it.
- Only one [Control] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus.
+ Only one [Control] node can be in focus. Only the node in focus will receive events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus.
Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [Control] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
- [Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the inspector.
+ [Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the Inspector.
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
</description>
<tutorials>
@@ -110,7 +110,7 @@
<param index="0" name="event" type="InputEvent" />
<description>
Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See [method accept_event].
- Example: clicking a control.
+ [b]Example usage for clicking a control:[/b]
[codeblocks]
[gdscript]
func _gui_input(event):
@@ -159,7 +159,7 @@
The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member tooltip_text] for an example).
[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value.
[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
- Example of usage with a custom-constructed node:
+ [b]Example of usage with a custom-constructed node:[/b]
[codeblocks]
[gdscript]
func _make_custom_tooltip(for_text):
@@ -176,7 +176,7 @@
}
[/csharp]
[/codeblocks]
- Example of usage with a custom scene instance:
+ [b]Example of usage with a custom scene instance:[/b]
[codeblocks]
[gdscript]
func _make_custom_tooltip(for_text):
@@ -201,7 +201,7 @@
<param index="1" name="text" type="String" />
<description>
User defined BiDi algorithm override function.
- Returns [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately.
+ Returns an [Array] of [Vector2i] text ranges, in the left-to-right order. Ranges should cover full source [param text] without overlaps. BiDi algorithm will be used on each range separately.
</description>
</method>
<method name="accept_event">
@@ -383,7 +383,7 @@
<method name="get_global_rect" qualifiers="const">
<return type="Rect2" />
<description>
- Returns the position and size of the control relative to the top-left corner of the screen. See [member position] and [member size].
+ Returns the position and size of the control relative to the [CanvasLayer]. See [member global_position] and [member size].
</description>
</method>
<method name="get_minimum_size" qualifiers="const">
@@ -422,7 +422,7 @@
<description>
Returns the position of this [Control] in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
Equals to [member global_position] if the window is embedded (see [member Viewport.gui_embed_subwindows]).
- Example usage for showing a popup:
+ [b]Example usage for showing a popup:[/b]
[codeblock]
popup_menu.position = get_screen_position() + get_local_mouse_position()
popup_menu.reset_size()
@@ -528,7 +528,7 @@
<param index="0" name="at_position" type="Vector2" default="Vector2(0, 0)" />
<description>
Returns the tooltip text [param at_position] in local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns [member tooltip_text].
- [b]Note:[/b] This method can be overriden to customise its behaviour. If this method returns an empty [String], no tooltip is displayed.
+ [b]Note:[/b] This method can be overridden to customize its behavior. If this method returns an empty [String], no tooltip is displayed.
</description>
</method>
<method name="grab_click_focus">
@@ -680,7 +680,7 @@
<method name="release_focus">
<return type="void" />
<description>
- Give up the focus. No other control will be able to receive keyboard input.
+ Give up the focus. No other control will be able to receive input.
</description>
</method>
<method name="remove_theme_color_override">
@@ -916,7 +916,7 @@
<param index="2" name="margin" type="int" default="0" />
<description>
Sets the offsets to a [param preset] from [enum Control.LayoutPreset] enum. This is the code equivalent to using the Layout menu in the 2D editor.
- Use parameter [param resize_mode] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [code]PRESET_LEFT_WIDE[/code].
+ Use parameter [param resize_mode] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [constant PRESET_LEFT_WIDE].
Use parameter [param margin] to determine the gap between the [Control] and the edges.
</description>
</method>
@@ -976,30 +976,30 @@
The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
- The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
+ The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals.
</member>
<member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
+ Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
</member>
<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action.
+ Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
<member name="focus_previous" type="NodePath" setter="set_focus_previous" getter="get_focus_previous" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
+ Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_prev] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
<member name="global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
- The node's global position, relative to the world (usually to the top-left corner of the window).
+ The node's global position, relative to the world (usually to the [CanvasLayer]).
</member>
<member name="grow_horizontal" type="int" setter="set_h_grow_direction" getter="get_h_grow_direction" enum="Control.GrowDirection" default="1">
Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
@@ -1010,6 +1010,10 @@
<member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0">
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
</member>
+ <member name="localize_numeral_system" type="bool" setter="set_localize_numeral_system" getter="is_localizing_numeral_system" default="true">
+ If [code]true[/code], automatically converts code line numbers, list indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the numeral systems used in current locale.
+ [b]Note:[/b] Numbers within the text are not automatically converted, it can be done manually, using [method TextServer.format_number].
+ </member>
<member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
@@ -1019,7 +1023,7 @@
</member>
<member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true">
When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box.
- You should disable it on the root of your UI if you do not want scroll events to go to the [code]_unhandled_input[/code] processing.
+ You should disable it on the root of your UI if you do not want scroll events to go to the [method Node._unhandled_input] processing.
</member>
<member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
@@ -1046,11 +1050,17 @@
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position.
</member>
+ <member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
+ Helper property to access [member rotation] in degrees instead of radians.
+ </member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value.
- [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
+ [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property.
</member>
+ <member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
+ The [Node] which must be a parent of the focused [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.
+ </member>
<member name="size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">
The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.
</member>
@@ -1064,7 +1074,8 @@
Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
</member>
<member name="theme" type="Theme" setter="set_theme" getter="get_theme">
- The [Theme] resource this node and all its [Control] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority.
+ The [Theme] resource this node and all its [Control] and [Window] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority.
+ [b]Note:[/b] [Window] styles will have no effect unless the window is embedded.
</member>
<member name="theme_type_variation" type="StringName" setter="set_theme_type_variation" getter="get_theme_type_variation" default="&amp;&quot;&quot;">
The name of a theme type variation used by this [Control] to look up its own theme items. When empty, the class name of the node is used (e.g. [code]Button[/code] for the [Button] control), as well as the class names of all parent classes (in order of inheritance).
@@ -1073,7 +1084,7 @@
[b]Note:[/b] Theme items are looked for in the tree order, from branch to root, where each [Control] node is checked for its [member theme] property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last.
</member>
<member name="tooltip_text" type="String" setter="set_tooltip_text" getter="get_tooltip_text" default="&quot;&quot;">
- The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [code]gui/timers/tooltip_delay_sec[/code] option in Project Settings. See also [method get_tooltip].
+ The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [member ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method get_tooltip].
The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example:
[codeblocks]
[gdscript]
@@ -1098,12 +1109,12 @@
<signals>
<signal name="focus_entered">
<description>
- Emitted when the node gains keyboard focus.
+ Emitted when the node gains focus.
</description>
</signal>
<signal name="focus_exited">
<description>
- Emitted when the node loses keyboard focus.
+ Emitted when the node loses focus.
</description>
</signal>
<signal name="gui_input">
@@ -1159,7 +1170,7 @@
The node can only grab focus on mouse clicks. Use with [member focus_mode].
</constant>
<constant name="FOCUS_ALL" value="2" enum="FocusMode">
- The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member focus_mode].
+ The node can grab focus on mouse click, using the arrows and the Tab keys on the keyboard, or using the D-pad buttons on a gamepad. Use with [member focus_mode].
</constant>
<constant name="NOTIFICATION_RESIZED" value="40">
Sent when the node changes size. Use [member size] to get the new size.
@@ -1327,7 +1338,7 @@
The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
</constant>
<constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter">
- The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to `_unhandled_input` for further processing.
+ The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to [method Node._unhandled_input] for further processing.
</constant>
<constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter">
The control will not receive mouse button input events through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.
diff --git a/doc/classes/Crypto.xml b/doc/classes/Crypto.xml
index dab2a77584..ade63225dc 100644
--- a/doc/classes/Crypto.xml
+++ b/doc/classes/Crypto.xml
@@ -110,7 +110,7 @@
<return type="CryptoKey" />
<param index="0" name="size" type="int" />
<description>
- Generates an RSA [CryptoKey] that can be used for creating self-signed certificates and passed to [method StreamPeerSSL.accept_stream].
+ Generates an RSA [CryptoKey] that can be used for creating self-signed certificates and passed to [method StreamPeerTLS.accept_stream].
</description>
</method>
<method name="generate_self_signed_certificate">
diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml
index 1f502846b4..7db810177f 100644
--- a/doc/classes/CryptoKey.xml
+++ b/doc/classes/CryptoKey.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
The CryptoKey class represents a cryptographic key. Keys can be loaded and saved like any other [Resource].
- They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerSSL.accept_stream] along with the appropriate certificate.
+ They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerTLS.accept_stream] along with the appropriate certificate.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml
index 7173388027..46ddede9b1 100644
--- a/doc/classes/Cubemap.xml
+++ b/doc/classes/Cubemap.xml
@@ -4,9 +4,10 @@
6-sided texture typically used in 3D rendering.
</brief_description>
<description>
- A cubemap is a 6-sided texture typically used for faking reflections in 3D rendering. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
- This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of Cubemap resources.
- [b]Note:[/b] Godot doesn't support using cubemaps as a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map.
+ A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
+ This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
+ [b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
index 4fca842b5a..2fd55b66c6 100644
--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -1,8 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CubemapArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ A single composite texture resource which consists of multiple [Cubemap]s.
</brief_description>
<description>
+ [CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray].
+ Generally, [CubemapArray]s provide a more efficient way for storing multiple [Cubemap]s compared to storing multiple [Cubemap]s themselves in an array.
+ Internally, Godot uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
+ [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml
index 20b9dafd0d..d5864f30fa 100644
--- a/doc/classes/Curve.xml
+++ b/doc/classes/Curve.xml
@@ -30,7 +30,7 @@
<method name="clean_dupes">
<return type="void" />
<description>
- Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units to their neighbor on the curve.
+ Removes duplicate points, i.e. points that are less than 0.00001 units (engine epsilon value) away from their neighbor on the curve.
</description>
</method>
<method name="clear_points">
diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml
index cc4124d084..b5e75dff68 100644
--- a/doc/classes/Curve2D.xml
+++ b/doc/classes/Curve2D.xml
@@ -51,7 +51,7 @@
<return type="Vector2" />
<param index="0" name="to_point" type="Vector2" />
<description>
- Returns the closest baked point (in curve's local space) to [param to_point].
+ Returns the closest point on baked segments (in curve's local space) to [param to_point].
[param to_point] must be in this curve's local space.
</description>
</method>
@@ -94,7 +94,7 @@
</method>
<method name="sample_baked" qualifiers="const">
<return type="Vector2" />
- <param index="0" name="offset" type="float" />
+ <param index="0" name="offset" type="float" default="0.0" />
<param index="1" name="cubic" type="bool" default="false" />
<description>
Returns a point within the curve at position [param offset], where [param offset] is measured as a pixel distance along the curve.
@@ -102,6 +102,19 @@
Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).
</description>
</method>
+ <method name="sample_baked_with_rotation" qualifiers="const">
+ <return type="Transform2D" />
+ <param index="0" name="offset" type="float" default="0.0" />
+ <param index="1" name="cubic" type="bool" default="false" />
+ <description>
+ Similar to [method sample_baked], but returns [Transform2D] that includes a rotation along the curve. Returns empty transform if length of the curve is [code]0[/code].
+ [codeblock]
+ var transform = curve.sample_baked_with_rotation(offset)
+ position = transform.get_origin()
+ rotation = transform.get_rotation()
+ [/codeblock]
+ </description>
+ </method>
<method name="samplef" qualifiers="const">
<return type="Vector2" />
<param index="0" name="fofs" type="float" />
@@ -144,6 +157,13 @@
[param tolerance_degrees] controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.
</description>
</method>
+ <method name="tessellate_even_length" qualifiers="const">
+ <return type="PackedVector2Array" />
+ <param index="0" name="max_stages" type="int" default="5" />
+ <param index="1" name="tolerance_length" type="float" default="20.0" />
+ <description>
+ </description>
+ </method>
</methods>
<members>
<member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="5.0">
diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml
index 3e4e05f51a..362d792b39 100644
--- a/doc/classes/Curve3D.xml
+++ b/doc/classes/Curve3D.xml
@@ -64,7 +64,7 @@
<return type="Vector3" />
<param index="0" name="to_point" type="Vector3" />
<description>
- Returns the closest baked point (in curve's local space) to [param to_point].
+ Returns the closest point on baked segments (in curve's local space) to [param to_point].
[param to_point] must be in this curve's local space.
</description>
</method>
@@ -114,7 +114,7 @@
</method>
<method name="sample_baked" qualifiers="const">
<return type="Vector3" />
- <param index="0" name="offset" type="float" />
+ <param index="0" name="offset" type="float" default="0.0" />
<param index="1" name="cubic" type="bool" default="false" />
<description>
Returns a point within the curve at position [param offset], where [param offset] is measured as a distance in 3D units along the curve.
@@ -132,6 +132,15 @@
If the curve has no up vectors, the function sends an error to the console, and returns [code](0, 1, 0)[/code].
</description>
</method>
+ <method name="sample_baked_with_rotation" qualifiers="const">
+ <return type="Transform3D" />
+ <param index="0" name="offset" type="float" default="0.0" />
+ <param index="1" name="cubic" type="bool" default="false" />
+ <param index="2" name="apply_tilt" type="bool" default="false" />
+ <description>
+ Similar with [code]interpolate_baked()[/code]. The the return value is [code]Transform3D[/code], with [code]origin[/code] as point position, [code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, [code]basis.z[/code] as forward vector. When the curve length is 0, there is no reasonable way to calculate the rotation, all vectors aligned with global space axes.
+ </description>
+ </method>
<method name="samplef" qualifiers="const">
<return type="Vector3" />
<param index="0" name="fofs" type="float" />
@@ -183,6 +192,15 @@
[param tolerance_degrees] controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.
</description>
</method>
+ <method name="tessellate_even_length" qualifiers="const">
+ <return type="PackedVector3Array" />
+ <param index="0" name="max_stages" type="int" default="5" />
+ <param index="1" name="tolerance_length" type="float" default="0.2" />
+ <description>
+ Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!
+ [param tolerance_length] controls the maximal distance between two neighbouring points, before the segment has to be subdivided.
+ </description>
+ </method>
</methods>
<members>
<member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="0.2">
diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml
index 85473fc237..03e008d738 100644
--- a/doc/classes/CurveTexture.xml
+++ b/doc/classes/CurveTexture.xml
@@ -13,6 +13,7 @@
<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
The [Curve] that is rendered onto the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0">
The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted.
</member>
diff --git a/doc/classes/CurveXYZTexture.xml b/doc/classes/CurveXYZTexture.xml
index e3f2e8fc45..8c4e2dce0f 100644
--- a/doc/classes/CurveXYZTexture.xml
+++ b/doc/classes/CurveXYZTexture.xml
@@ -19,6 +19,7 @@
<member name="curve_z" type="Curve" setter="set_curve_z" getter="get_curve_z">
The [Curve] that is rendered onto the texture's blue channel.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="width" type="int" setter="set_width" getter="get_width" default="256">
The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.
</member>
diff --git a/doc/classes/CylinderShape3D.xml b/doc/classes/CylinderShape3D.xml
index 6ff142da59..dcb14ec945 100644
--- a/doc/classes/CylinderShape3D.xml
+++ b/doc/classes/CylinderShape3D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Cylinder shape for collisions. Like [CapsuleShape3D], but without hemispheres at the cylinder's ends.
+ [b]Note:[/b] There are several known bugs with cylinder collision shapes. Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.
[b]Performance:[/b] Being a primitive collision shape, [CylinderShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CylinderShape3D] is also more demanding compared to [CapsuleShape3D].
</description>
<tutorials>
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 9dbeeb360c..5f99ba82b8 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -4,9 +4,8 @@
Dictionary type.
</brief_description>
<description>
- Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements. In other programming languages, this data structure is sometimes referred to as a hash map or associative array.
+ Dictionary type. Associative container, which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding new entries. In other programming languages, this data structure is sometimes referred to as a hash map or associative array.
You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs in curly braces [code]{}[/code].
- Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior.
[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
Creating a dictionary:
[codeblocks]
@@ -40,10 +39,10 @@
};
[/csharp]
[/codeblocks]
- You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
+ You can access a dictionary's value by referencing its corresponding key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
[codeblocks]
[gdscript]
- export(String, "White", "Yellow", "Orange") var my_color
+ @export(String, "White", "Yellow", "Orange") var my_color
var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
func _ready():
# We can't use dot syntax here as `my_color` is a variable.
@@ -69,7 +68,9 @@
Dictionaries can contain more complex data:
[codeblocks]
[gdscript]
- my_dict = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key.
+ var my_dict = {
+ "First Array": [1, 2, 3, 4] # Assigns an Array to a String key.
+ }
[/gdscript]
[csharp]
var myDict = new Godot.Collections.Dictionary
@@ -91,7 +92,7 @@
{"Yellow", 75},
{"Orange", 100}
};
- pointsDict["blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
+ pointsDict["Blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
[/csharp]
[/codeblocks]
Finally, dictionaries can contain different types of keys and values in the same dictionary:
@@ -118,63 +119,23 @@
};
[/csharp]
[/codeblocks]
- [b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:
+ The keys of a dictionary can be iterated with the [code]for[/code] keyword:
[codeblocks]
[gdscript]
- var array1 = [1, 2, 3]
- var array2 = [1, 2, 3]
-
- func compare_arrays():
- print(array1 == array2) # Will print true.
-
- var dict1 = {"a": 1, "b": 2, "c": 3}
- var dict2 = {"a": 1, "b": 2, "c": 3}
-
- func compare_dictionaries():
- print(dict1 == dict2) # Will NOT print true.
+ var groceries = {"Orange": 20, "Apple": 2, "Banana": 4}
+ for fruit in groceries:
+ var amount = groceries[fruit]
[/gdscript]
[csharp]
- // You have to use GD.Hash().
-
- public Godot.Collections.Array array1 = new Godot.Collections.Array{1, 2, 3};
- public Godot.Collections.Array array2 = new Godot.Collections.Array{1, 2, 3};
-
- public void CompareArrays()
+ var groceries = new Godot.Collections.Dictionary{{"Orange", 20}, {"Apple", 2}, {"Banana", 4}};
+ foreach (var (fruit, amount) in groceries)
{
- GD.Print(array1 == array2); // Will print FALSE!!
- GD.Print(GD.Hash(array1) == GD.Hash(array2)); // Will print true.
- }
-
- public Godot.Collections.Dictionary dict1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
- public Godot.Collections.Dictionary dict2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
-
- public void CompareDictionaries()
- {
- GD.Print(dict1 == dict2); // Will NOT print true.
+ // `fruit` is the key, `amount` is the value.
}
[/csharp]
[/codeblocks]
- You need to first calculate the dictionary's hash with [method hash] before you can compare them:
- [codeblocks]
- [gdscript]
- var dict1 = {"a": 1, "b": 2, "c": 3}
- var dict2 = {"a": 1, "b": 2, "c": 3}
-
- func compare_dictionaries():
- print(dict1.hash() == dict2.hash()) # Will print true.
- [/gdscript]
- [csharp]
- // You have to use GD.Hash().
- public Godot.Collections.Dictionary dict1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
- public Godot.Collections.Dictionary dict2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
-
- public void CompareDictionaries()
- {
- GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Will print true.
- }
- [/csharp]
- [/codeblocks]
- [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
+ [b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/b] supported and will result in unpredictable behavior.
+ [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary becomes read-only. A read-only Dictionary's entries cannot be overridden at run-time. This does [i]not[/i] affect nested [Array] and [Dictionary] values.
</description>
<tutorials>
<link title="GDScript basics: Dictionary">$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary</link>
@@ -192,7 +153,7 @@
<return type="Dictionary" />
<param index="0" name="from" type="Dictionary" />
<description>
- Constructs a [Dictionary] as a copy of the given [Dictionary].
+ Returns the same array as [param from]. If you need a copy of the array, use [method duplicate].
</description>
</constructor>
</constructors>
@@ -200,30 +161,30 @@
<method name="clear">
<return type="void" />
<description>
- Clear the dictionary, removing all key/value pairs.
+ Clears the dictionary, removing all entries from it.
</description>
</method>
<method name="duplicate" qualifiers="const">
<return type="Dictionary" />
<param index="0" name="deep" type="bool" default="false" />
<description>
- Creates a copy of the dictionary, and returns it. The [param deep] parameter causes inner dictionaries and arrays to be copied recursively, but does not apply to objects.
+ Creates and returns a new copy of the dictionary. If [param deep] is [code]true[/code], inner [Dictionary] and [Array] keys and values are also copied, recursively.
</description>
</method>
<method name="erase">
<return type="bool" />
<param index="0" name="key" type="Variant" />
<description>
- Erase a dictionary key/value pair by key. Returns [code]true[/code] if the given key was present in the dictionary, [code]false[/code] otherwise.
- [b]Note:[/b] Don't erase elements while iterating over the dictionary. You can iterate over the [method keys] array instead.
+ Removes the dictionary entry by key, if it exists. Returns [code]true[/code] if the given [param key] existed in the dictionary, otherwise [code]false[/code].
+ [b]Note:[/b] Do not erase entries while iterating over the dictionary. You can iterate over the [method keys] array instead.
</description>
</method>
<method name="find_key" qualifiers="const">
<return type="Variant" />
<param index="0" name="value" type="Variant" />
<description>
- Returns the first key whose associated value is equal to [param value], or [code]null[/code] if no such value is found.
- [b]Node:[/b] [code]null[/code] is also a valid key. I you have it in your [Dictionary], the [method find_key] method can give misleading results.
+ Finds and returns the first key whose associated value is equal to [param value], or [code]null[/code] if it is not found.
+ [b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, [method find_key] may give misleading results.
</description>
</method>
<method name="get" qualifiers="const">
@@ -231,72 +192,89 @@
<param index="0" name="key" type="Variant" />
<param index="1" name="default" type="Variant" default="null" />
<description>
- Returns the current value for the specified key in the [Dictionary]. If the key does not exist, the method returns the value of the optional default argument, or [code]null[/code] if it is omitted.
+ Returns the corresponding value for the given [param key] in the dictionary. If the [param key] does not exist, returns [param default], or [code]null[/code] if the parameter is omitted.
</description>
</method>
<method name="has" qualifiers="const">
<return type="bool" />
<param index="0" name="key" type="Variant" />
<description>
- Returns [code]true[/code] if the dictionary has a given key.
- [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
+ Returns [code]true[/code] if the dictionary contains an entry with the given [param key].
[codeblocks]
[gdscript]
- # Will evaluate to `true`.
- if "godot" in {"godot": "engine"}:
- pass
+ var my_dict = {
+ "Godot" : 4,
+ 210 : null,
+ }
+
+ print(my_dict.has("Godot")) # Prints true
+ print(my_dict.has(210)) # Prints true
+ print(my_dict.has(4)) # Prints false
[/gdscript]
[csharp]
- // You have to use Contains() here as an alternative to GDScript's `in` operator.
- if (new Godot.Collections.Dictionary{{"godot", "engine"}}.Contains("godot"))
+ var myDict = new Godot.Collections.Dictionary
{
- // I am executed.
- }
+ { "Godot", 4 },
+ { 210, default },
+ };
+
+ GD.Print(myDict.Contains("Godot")); // Prints true
+ GD.Print(myDict.Contains(210)); // Prints true
+ GD.Print(myDict.Contains(4)); // Prints false
[/csharp]
[/codeblocks]
- This method (like the [code]in[/code] operator) will evaluate to [code]true[/code] as long as the key exists, even if the associated value is [code]null[/code].
+ In GDScript, this is equivalent to the [code]in[/code] operator:
+ [codeblock]
+ if "Godot" in {"Godot": 4}:
+ print("The key is here!") # Will be printed.
+ [/codeblock]
+ [b]Note:[/b] This method returns [code]true[/code] as long as the [param key] exists, even if its corresponding value is [code]null[/code].
</description>
</method>
<method name="has_all" qualifiers="const">
<return type="bool" />
<param index="0" name="keys" type="Array" />
<description>
- Returns [code]true[/code] if the dictionary has all the keys in the given array.
+ Returns [code]true[/code] if the dictionary contains all keys in the given [param keys] array.
+ [codeblock]
+ var data = {"width" : 10, "height" : 20}
+ data.has_all(["height", "width"]) # Returns true
+ [/codeblock]
</description>
</method>
<method name="hash" qualifiers="const">
<return type="int" />
<description>
- Returns a hashed 32-bit integer value representing the dictionary contents. This can be used to compare dictionaries by value:
+ Returns a hashed 32-bit integer value representing the dictionary contents.
[codeblocks]
[gdscript]
- var dict1 = {0: 10}
- var dict2 = {0: 10}
- # The line below prints `true`, whereas it would have printed `false` if both variables were compared directly.
- print(dict1.hash() == dict2.hash())
+ var dict1 = {"A": 10, "B": 2}
+ var dict2 = {"A": 10, "B": 2}
+
+ print(dict1.hash() == dict2.hash()) # Prints true
[/gdscript]
[csharp]
- var dict1 = new Godot.Collections.Dictionary{{0, 10}};
- var dict2 = new Godot.Collections.Dictionary{{0, 10}};
- // The line below prints `true`, whereas it would have printed `false` if both variables were compared directly.
- // Dictionary has no Hash() method. Use GD.Hash() instead.
- GD.Print(GD.Hash(dict1) == GD.Hash(dict2));
+ var dict1 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}};
+ var dict2 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}};
+
+ // Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.
+ GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true
[/csharp]
[/codeblocks]
- [b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash.
- [b]Note:[/b] Dictionaries with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the dictionaries are equal, because different dictionaries can have identical hash values due to hash collisions.
+ [b]Note:[/b] Dictionaries with the same entries but in a different order will not have the same hash.
+ [b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to be the same, because of hash collisions. On the countrary, dictionaries with different hash values are guaranteed to be different.
</description>
</method>
<method name="is_empty" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the dictionary is empty.
+ Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/code]). See also [method size].
</description>
</method>
<method name="keys" qualifiers="const">
<return type="Array" />
<description>
- Returns the list of keys in the [Dictionary].
+ Returns the list of keys in the dictionary.
</description>
</method>
<method name="merge">
@@ -304,19 +282,19 @@
<param index="0" name="dictionary" type="Dictionary" />
<param index="1" name="overwrite" type="bool" default="false" />
<description>
- Adds elements from [param dictionary] to this [Dictionary]. By default, duplicate keys will not be copied over, unless [param overwrite] is [code]true[/code].
+ Adds entries from [param dictionary] to this dictionary. By default, duplicate keys are not copied over, unless [param overwrite] is [code]true[/code].
</description>
</method>
<method name="size" qualifiers="const">
<return type="int" />
<description>
- Returns the number of keys in the dictionary.
+ Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }[/code]) always return [code]0[/code]. See also [method is_empty].
</description>
</method>
<method name="values" qualifiers="const">
<return type="Array" />
<description>
- Returns the list of values in the [Dictionary].
+ Returns the list of values in this dictionary.
</description>
</method>
</methods>
@@ -325,18 +303,22 @@
<return type="bool" />
<param index="0" name="right" type="Dictionary" />
<description>
+ Returns [code]true[/code] if the two dictionaries do not contain the same keys and values.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="Dictionary" />
<description>
+ Returns [code]true[/code] if the two dictionaries contain the same keys and values. The order of the entries does not matter.
+ [b]Note:[/b] In C#, by convention, this operator compares by [b]reference[/b]. If you need to compare by value, iterate over both dictionaries.
</description>
</operator>
<operator name="operator []">
<return type="Variant" />
<param index="0" name="key" type="Variant" />
<description>
+ Returns the corresponding value for the given [param key] in the dictionary. If the entry does not exist, fails and returns [code]null[/code]. For safe access, use [method get] or [method has].
</description>
</operator>
</operators>
diff --git a/doc/classes/Directory.xml b/doc/classes/DirAccess.xml
index c9a9f346a5..181d2eb485 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/DirAccess.xml
@@ -1,18 +1,26 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Directory" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="DirAccess" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Type used to handle the filesystem.
</brief_description>
<description>
Directory type. It is used to manage directories and their content (not restricted to the project folder).
- When creating a new [Directory], it must be explicitly opened using [method open] before most methods can be used. However, [method file_exists] and [method dir_exists] can be used without opening a directory. If so, they use a path relative to [code]res://[/code].
+ [DirAccess] can't be instantiated directly. Instead it is created with a static method that takes a path for which it will be opened.
+ Most of the methods have a static alternative that can be used without creating a [DirAccess]. Static methods only support absolute paths (including [code]res://[/code] and [code]user://[/code]).
+ [codeblock]
+ # Standard
+ var dir = DirAccess.open("user://levels")
+ dir.make_dir("world1")
+ # Static
+ DirAccess.make_dir_absolute("user://levels/world1")
+ [/codeblock]
[b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. Use [ResourceLoader] to access imported resources.
Here is an example on how to iterate through the files of a directory:
[codeblocks]
[gdscript]
func dir_contents(path):
- var dir = Directory.new()
- if dir.open(path) == OK:
+ var dir = DirAccess.open(path)
+ if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
@@ -27,8 +35,8 @@
[csharp]
public void DirContents(string path)
{
- var dir = new Directory();
- if (dir.Open(path) == Error.Ok)
+ using var dir = DirAccess.Open(path);
+ if (dir != null)
{
dir.ListDirBegin();
string fileName = dir.GetNext();
@@ -59,19 +67,30 @@
<methods>
<method name="change_dir">
<return type="int" enum="Error" />
- <param index="0" name="todir" type="String" />
+ <param index="0" name="to_dir" type="String" />
<description>
Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. [code]newdir[/code] or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/code] or [code]res://somedir/newdir[/code]).
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
<method name="copy">
<return type="int" enum="Error" />
<param index="0" name="from" type="String" />
<param index="1" name="to" type="String" />
+ <param index="2" name="chmod_flags" type="int" default="-1" />
<description>
Copies the [param from] file to the [param to] destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ If [param chmod_flags] is different than [code]-1[/code], the Unix permissions for the destination path will be set to the provided value, if available on the current operating system.
+ Returns one of the [enum Error] code constants ([constant OK] on success).
+ </description>
+ </method>
+ <method name="copy_absolute" qualifiers="static">
+ <return type="int" enum="Error" />
+ <param index="0" name="from" type="String" />
+ <param index="1" name="to" type="String" />
+ <param index="2" name="chmod_flags" type="int" default="-1" />
+ <description>
+ Static version of [method copy]. Supports only absolute paths.
</description>
</method>
<method name="current_is_dir" qualifiers="const">
@@ -85,7 +104,13 @@
<param index="0" name="path" type="String" />
<description>
Returns whether the target directory exists. The argument can be relative to the current directory, or an absolute path.
- If the [Directory] is not open, the path is relative to [code]res://[/code].
+ </description>
+ </method>
+ <method name="dir_exists_absolute" qualifiers="static">
+ <return type="bool" />
+ <param index="0" name="path" type="String" />
+ <description>
+ Static version of [method dir_exists]. Supports only absolute paths.
</description>
</method>
<method name="file_exists">
@@ -93,11 +118,12 @@
<param index="0" name="path" type="String" />
<description>
Returns whether the target file exists. The argument can be relative to the current directory, or an absolute path.
- If the [Directory] is not open, the path is relative to [code]res://[/code].
+ For a static equivalent, use [method FileAccess.file_exists].
</description>
</method>
- <method name="get_current_dir">
+ <method name="get_current_dir" qualifiers="const">
<return type="String" />
+ <param index="0" name="include_drive" type="bool" default="true" />
<description>
Returns the absolute path to the currently opened directory (e.g. [code]res://folder[/code] or [code]C:\tmp\folder[/code]).
</description>
@@ -105,7 +131,7 @@
<method name="get_current_drive">
<return type="int" />
<description>
- Returns the currently opened directory's drive index. See [method get_drive] to convert returned index to the name of the drive.
+ Returns the currently opened directory's drive index. See [method get_drive_name] to convert returned index to the name of the drive.
</description>
</method>
<method name="get_directories">
@@ -115,17 +141,15 @@
Affected by [member include_hidden] and [member include_navigational].
</description>
</method>
- <method name="get_drive">
- <return type="String" />
- <param index="0" name="idx" type="int" />
+ <method name="get_directories_at" qualifiers="static">
+ <return type="PackedStringArray" />
+ <param index="0" name="path" type="String" />
<description>
- On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]).
- On macOS, returns the path to the mounted volume passed as an argument.
- On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument.
- On other platforms, or if the requested drive does not exist, the method returns an empty String.
+ Returns a [PackedStringArray] containing filenames of the directory contents, excluding files, at the given [param path]. The array is sorted alphabetically.
+ Use [method get_directories] if you want more control of what gets included.
</description>
</method>
- <method name="get_drive_count">
+ <method name="get_drive_count" qualifiers="static">
<return type="int" />
<description>
On Windows, returns the number of drives (partitions) mounted on the current filesystem.
@@ -134,6 +158,16 @@
On other platforms, the method returns 0.
</description>
</method>
+ <method name="get_drive_name" qualifiers="static">
+ <return type="String" />
+ <param index="0" name="idx" type="int" />
+ <description>
+ On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]).
+ On macOS, returns the path to the mounted volume passed as an argument.
+ On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument.
+ On other platforms, or if the requested drive does not exist, the method returns an empty String.
+ </description>
+ </method>
<method name="get_files">
<return type="PackedStringArray" />
<description>
@@ -141,17 +175,31 @@
Affected by [member include_hidden].
</description>
</method>
+ <method name="get_files_at" qualifiers="static">
+ <return type="PackedStringArray" />
+ <param index="0" name="path" type="String" />
+ <description>
+ Returns a [PackedStringArray] containing filenames of the directory contents, excluding directories, at the given [param path]. The array is sorted alphabetically.
+ Use [method get_files] if you want more control of what gets included.
+ </description>
+ </method>
<method name="get_next">
<return type="String" />
<description>
- Returns the next element (file or directory) in the current directory (including [code].[/code] and [code]..[/code], unless [code]skip_navigational[/code] was given to [method list_dir_begin]).
- The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty String and closes the stream automatically (i.e. [method list_dir_end] would not be mandatory in such a case).
+ Returns the next element (file or directory) in the current directory.
+ The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty [String] and closes the stream automatically (i.e. [method list_dir_end] would not be mandatory in such a case).
+ </description>
+ </method>
+ <method name="get_open_error" qualifiers="static">
+ <return type="int" enum="Error" />
+ <description>
+ Returns the result of the last [method open] call in the current thread.
</description>
</method>
<method name="get_space_left">
<return type="int" />
<description>
- On UNIX desktop systems, returns the available space on the current directory's disk. On other platforms, this information is not available and the method returns 0 or -1.
+ Returns the available space on the current directory's disk, in bytes. Returns [code]0[/code] if the platform-specific method to query the available space fails.
</description>
</method>
<method name="list_dir_begin">
@@ -173,7 +221,14 @@
<param index="0" name="path" type="String" />
<description>
Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see [method make_dir_recursive]).
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
+ </description>
+ </method>
+ <method name="make_dir_absolute" qualifiers="static">
+ <return type="int" enum="Error" />
+ <param index="0" name="path" type="String" />
+ <description>
+ Static version of [method make_dir]. Supports only absolute paths.
</description>
</method>
<method name="make_dir_recursive">
@@ -181,15 +236,22 @@
<param index="0" name="path" type="String" />
<description>
Creates a target directory and all necessary intermediate directories in its path, by calling [method make_dir] recursively. The argument can be relative to the current directory, or an absolute path.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
</description>
</method>
- <method name="open">
+ <method name="make_dir_recursive_absolute" qualifiers="static">
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
- Opens an existing directory of the filesystem. The [param path] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]).
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Static version of [method make_dir_recursive]. Supports only absolute paths.
+ </description>
+ </method>
+ <method name="open" qualifiers="static">
+ <return type="DirAccess" />
+ <param index="0" name="path" type="String" />
+ <description>
+ Creates a new [DirAccess] object and opens an existing directory of the filesystem. The [param path] argument can be within the project tree ([code]res://folder[/code]), the user directory ([code]user://folder[/code]) or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\tmp\folder[/code]).
+ Returns [code]null[/code] if opening the directory failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
<method name="remove">
@@ -198,7 +260,14 @@
<description>
Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.
If you don't want to delete the file/directory permanently, use [method OS.move_to_trash] instead.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
+ </description>
+ </method>
+ <method name="remove_absolute" qualifiers="static">
+ <return type="int" enum="Error" />
+ <param index="0" name="path" type="String" />
+ <description>
+ Static version of [method remove]. Supports only absolute paths.
</description>
</method>
<method name="rename">
@@ -207,16 +276,24 @@
<param index="1" name="to" type="String" />
<description>
Renames (move) the [param from] file or directory to the [param to] destination. Both arguments should be paths to files or directories, either relative or absolute. If the destination file or directory exists and is not access-protected, it will be overwritten.
- Returns one of the [enum Error] code constants ([code]OK[/code] on success).
+ Returns one of the [enum Error] code constants ([constant OK] on success).
+ </description>
+ </method>
+ <method name="rename_absolute" qualifiers="static">
+ <return type="int" enum="Error" />
+ <param index="0" name="from" type="String" />
+ <param index="1" name="to" type="String" />
+ <description>
+ Static version of [method rename]. Supports only absolute paths.
</description>
</method>
</methods>
<members>
- <member name="include_hidden" type="bool" setter="set_include_hidden" getter="get_include_hidden" default="false">
+ <member name="include_hidden" type="bool" setter="set_include_hidden" getter="get_include_hidden">
If [code]true[/code], hidden files are included when the navigating directory.
Affects [method list_dir_begin], [method get_directories] and [method get_files].
</member>
- <member name="include_navigational" type="bool" setter="set_include_navigational" getter="get_include_navigational" default="false">
+ <member name="include_navigational" type="bool" setter="set_include_navigational" getter="get_include_navigational">
If [code]true[/code], [code].[/code] and [code]..[/code] are included when navigating the directory.
Affects [method list_dir_begin] and [method get_directories].
</member>
diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml
index a1b8ea86be..f825a9e082 100644
--- a/doc/classes/DirectionalLight2D.xml
+++ b/doc/classes/DirectionalLight2D.xml
@@ -1,16 +1,20 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Directional 2D light from a distance.
</brief_description>
<description>
+ A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
</description>
<tutorials>
+ <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" default="0.0">
The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0">
+ The maximum distance from the camera center objects can be before their shadows are culled (in pixels). Decreasing this value can prevent objects located outside the camera from casting shadows (while also improving performance). [member Camera2D.zoom] is not taken into account by [member max_distance], which means that at higher zoom values, shadows will appear to fade out sooner when zooming onto a given point.
</member>
</members>
</class>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index d22d64c276..29135376c5 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DisplayServer" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Singleton for window management functions.
</brief_description>
<description>
+ [DisplayServer] handles everything related to window management. This is separated from [OS] as a single operating system may support multiple display servers.
+ [b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] disables all rendering and window management functions. Most functions from [DisplayServer] will return dummy values in this case.
</description>
<tutorials>
</tutorials>
@@ -16,8 +19,8 @@
<method name="clipboard_get_primary" qualifiers="const">
<return type="String" />
<description>
- Returns the user's primary clipboard as a string if possible.
- [b]Note:[/b] This method is only implemented on Linux.
+ Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] clipboard as a string if possible. This is the clipboard that is set when the user selects text in any application, rather than when pressing [kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism.
+ [b]Note:[/b] This method is only implemented on Linux (X11).
</description>
</method>
<method name="clipboard_has" qualifiers="const">
@@ -37,22 +40,14 @@
<return type="void" />
<param index="0" name="clipboard_primary" type="String" />
<description>
- Sets the user's primary clipboard content to the given string.
- [b]Note:[/b] This method is only implemented on Linux.
- </description>
- </method>
- <method name="create_sub_window">
- <return type="int" />
- <param index="0" name="mode" type="int" enum="DisplayServer.WindowMode" />
- <param index="1" name="vsync_mode" type="int" enum="DisplayServer.VSyncMode" />
- <param index="2" name="flags" type="int" />
- <param index="3" name="rect" type="Rect2i" default="Rect2i(0, 0, 0, 0)" />
- <description>
+ Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] clipboard content to the given string. This is the clipboard that is set when the user selects text in any application, rather than when pressing [kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse button in any application that supports the primary clipboard mechanism.
+ [b]Note:[/b] This method is only implemented on Linux (X11).
</description>
</method>
<method name="cursor_get_shape" qualifiers="const">
<return type="int" enum="DisplayServer.CursorShape" />
<description>
+ Returns the default mouse cursor shape set by [method cursor_set_shape].
</description>
</method>
<method name="cursor_set_custom_image">
@@ -61,18 +56,14 @@
<param index="1" name="shape" type="int" enum="DisplayServer.CursorShape" default="0" />
<param index="2" name="hotspot" type="Vector2" default="Vector2(0, 0)" />
<description>
+ Sets a custom mouse cursor image for the defined [param shape]. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance. The image must be [code]256x256[/code] or smaller for correct appearance. [param hotspot] can optionally be set to define the area where the cursor will click. By default, [param hotspot] is set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. See also [method cursor_set_shape].
</description>
</method>
<method name="cursor_set_shape">
<return type="void" />
<param index="0" name="shape" type="int" enum="DisplayServer.CursorShape" />
<description>
- </description>
- </method>
- <method name="delete_sub_window">
- <return type="void" />
- <param index="0" name="window_id" type="int" />
- <description>
+ Sets the default mouse cursor shape. The cursor's appearance will vary depending on the user's operating system and mouse cursor theme. See also [method cursor_get_shape] and [method cursor_set_custom_image].
</description>
</method>
<method name="dialog_input_text">
@@ -82,6 +73,8 @@
<param index="2" name="existing_text" type="String" />
<param index="3" name="callback" type="Callable" />
<description>
+ Shows a text input dialog which uses the operating system's native look-and-feel. [param callback] will be called with a [String] argument equal to the text field's contents when the dialog is closed for any reason.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="dialog_show">
@@ -91,17 +84,23 @@
<param index="2" name="buttons" type="PackedStringArray" />
<param index="3" name="callback" type="Callable" />
<description>
+ Shows a text dialog which uses the operating system's native look-and-feel. [param callback] will be called when the dialog is closed for any reason.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="enable_for_stealing_focus">
<return type="void" />
<param index="0" name="process_id" type="int" />
<description>
+ Allows the [param process_id] PID to steal focus from this window. In other words, this disables the operating system's focus stealing protection for the specified PID.
+ [b]Note:[/b] This method is implemented on Windows.
</description>
</method>
<method name="force_process_and_drop_events">
<return type="void" />
<description>
+ Forces window manager processing while ignoring all [InputEvent]s. See also [method process_events].
+ [b]Note:[/b] This method is implemented on Windows and macOS.
</description>
</method>
<method name="get_accent_color" qualifiers="const">
@@ -127,27 +126,43 @@
<method name="get_name" qualifiers="const">
<return type="String" />
<description>
+ Returns the name of the [DisplayServer] currently in use. Most operating systems only have a single [DisplayServer], but Linux has access to more than one [DisplayServer] (although only X11 is currently implemented in Godot).
+ The names of built-in display servers are [code]Windows[/code], [code]macOS[/code], [code]X11[/code] (Linux), [code]Android[/code], [code]iOS[/code], [code]web[/code] (HTML5) and [code]headless[/code] (when started with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]).
</description>
</method>
<method name="get_screen_count" qualifiers="const">
<return type="int" />
<description>
+ Returns the number of displays available.
</description>
</method>
<method name="get_swap_cancel_ok">
<return type="bool" />
<description>
+ Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons are swapped in dialogs. This is enabled by default on Windows and UWP to follow interface conventions, and be toggled by changing [member ProjectSettings.gui/common/swap_cancel_ok].
+ [b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
</description>
</method>
<method name="get_window_at_screen_position" qualifiers="const">
<return type="int" />
<param index="0" name="position" type="Vector2i" />
<description>
+ Returns the ID of the window at the specified screen [param position] (in pixels). On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:
+ [codeblock]
+ * (0, 0) +-------+
+ | |
+ +-------------+ | |
+ | | | |
+ | | | |
+ +-------------+ +-------+
+ [/codeblock]
</description>
</method>
<method name="get_window_list" qualifiers="const">
<return type="PackedInt32Array" />
<description>
+ Returns the list of Godot window IDs belonging to this process.
+ [b]Note:[/b] Native dialogs are not included in this list.
</description>
</method>
<method name="global_menu_add_check_item">
@@ -362,6 +377,14 @@
[b]Note:[/b] This method is implemented on macOS.
</description>
</method>
+ <method name="global_menu_get_item_count" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="menu_root" type="String" />
+ <description>
+ Returns number of items in the global menu with ID [param menu_root].
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
<method name="global_menu_get_item_icon" qualifiers="const">
<return type="Texture2D" />
<param index="0" name="menu_root" type="String" />
@@ -665,37 +688,48 @@
<return type="bool" />
<param index="0" name="feature" type="int" enum="DisplayServer.Feature" />
<description>
+ Returns [code]true[/code] if the specified [param feature] is supported by the current [DisplayServer], [code]false[/code] otherwise.
</description>
</method>
<method name="ime_get_selection" qualifiers="const">
<return type="Vector2i" />
<description>
+ Returns the text selection in the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] composition string, with the [Vector2i]'s [code]x[/code] component being the caret position and [code]y[/code] being the length of the selection.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="ime_get_text" qualifiers="const">
<return type="String" />
<description>
+ Returns the composition string contained within the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] window.
+ [b]Note:[/b] This method is implemented on macOS.
</description>
</method>
<method name="is_dark_mode" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if OS is using dark mode.
- [b]Note:[/b] This method is implemented on macOS, Windows and Linux.
+ [b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11).
</description>
</method>
<method name="is_dark_mode_supported" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if OS supports dark mode.
- [b]Note:[/b] This method is implemented on macOS, Windows and Linux.
+ [b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11).
+ </description>
+ </method>
+ <method name="is_touchscreen_available" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if touch events are available (Android or iOS), the capability is detected on the Webplatform or if [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code].
</description>
</method>
<method name="keyboard_get_current_layout" qualifiers="const">
<return type="int" />
<description>
Returns active keyboard layout index.
- [b]Note:[/b] This method is implemented on Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows.
</description>
</method>
<method name="keyboard_get_keycode_from_physical" qualifiers="const">
@@ -703,14 +737,14 @@
<param index="0" name="keycode" type="int" enum="Key" />
<description>
Converts a physical (US QWERTY) [param keycode] to one in the active keyboard layout.
- [b]Note:[/b] This method is implemented on Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows.
</description>
</method>
<method name="keyboard_get_layout_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of keyboard layouts.
- [b]Note:[/b] This method is implemented on Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows.
</description>
</method>
<method name="keyboard_get_layout_language" qualifiers="const">
@@ -718,7 +752,7 @@
<param index="0" name="index" type="int" />
<description>
Returns the ISO-639/BCP-47 language code of the keyboard layout at position [param index].
- [b]Note:[/b] This method is implemented on Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows.
</description>
</method>
<method name="keyboard_get_layout_name" qualifiers="const">
@@ -726,25 +760,27 @@
<param index="0" name="index" type="int" />
<description>
Returns the localized name of the keyboard layout at position [param index].
- [b]Note:[/b] This method is implemented on Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows.
</description>
</method>
<method name="keyboard_set_current_layout">
<return type="void" />
<param index="0" name="index" type="int" />
<description>
- Sets active keyboard layout.
- [b]Note:[/b] This method is implemented on Linux, macOS and Windows.
+ Sets the active keyboard layout.
+ [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows.
</description>
</method>
<method name="mouse_get_button_state" qualifiers="const">
<return type="int" enum="MouseButton" />
<description>
+ Returns the current state of mouse buttons (whether each button is pressed) as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method Input.get_mouse_button_mask].
</description>
</method>
<method name="mouse_get_mode" qualifiers="const">
<return type="int" enum="DisplayServer.MouseMode" />
<description>
+ Returns the current mouse mode. See also [method mouse_set_mode].
</description>
</method>
<method name="mouse_get_position" qualifiers="const">
@@ -757,11 +793,13 @@
<return type="void" />
<param index="0" name="mouse_mode" type="int" enum="DisplayServer.MouseMode" />
<description>
+ Sets the current mouse mode. See also [method mouse_get_mode].
</description>
</method>
<method name="process_events">
<return type="void" />
<description>
+ Perform window manager processing, including input flushing. See also [method force_process_and_drop_events], [method Input.flush_buffered_events] and [member Input.use_accumulated_input].
</description>
</method>
<method name="screen_get_dpi" qualifiers="const">
@@ -779,7 +817,7 @@
xxhdpi - 480 dpi
xxxhdpi - 640 dpi
[/codeblock]
- [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. Returns [code]72[/code] on unsupported platforms.
+ [b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and Windows. Returns [code]72[/code] on unsupported platforms.
</description>
</method>
<method name="screen_get_max_scale" qualifiers="const">
@@ -794,12 +832,24 @@
<return type="int" enum="DisplayServer.ScreenOrientation" />
<param index="0" name="screen" type="int" default="-1" />
<description>
+ Returns the [param screen]'s current orientation. See also [method screen_set_orientation].
+ [b]Note:[/b] This method is implemented on Android and iOS.
</description>
</method>
<method name="screen_get_position" qualifiers="const">
<return type="Vector2i" />
<param index="0" name="screen" type="int" default="-1" />
<description>
+ Returns the screen's top-left corner position in pixels. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:
+ [codeblock]
+ * (0, 0) +-------+
+ | |
+ +-------------+ | |
+ | | | |
+ | | | |
+ +-------------+ +-------+
+ [/codeblock]
+ See also [method screen_get_size].
</description>
</method>
<method name="screen_get_refresh_rate" qualifiers="const">
@@ -829,29 +879,27 @@
<return type="Vector2i" />
<param index="0" name="screen" type="int" default="-1" />
<description>
+ Returns the screen's size in pixels. See also [method screen_get_position] and [method screen_get_usable_rect].
</description>
</method>
<method name="screen_get_usable_rect" qualifiers="const">
<return type="Rect2i" />
<param index="0" name="screen" type="int" default="-1" />
<description>
+ Returns the portion of the screen that is not obstructed by a status bar in pixels. See also [method screen_get_size].
</description>
</method>
<method name="screen_is_kept_on" qualifiers="const">
<return type="bool" />
<description>
- </description>
- </method>
- <method name="screen_is_touchscreen" qualifiers="const">
- <return type="bool" />
- <param index="0" name="screen" type="int" default="-1" />
- <description>
+ Returns [code]true[/code] if the screen should never be turned off by the operating system's power-saving measures. See also [method screen_set_keep_on].
</description>
</method>
<method name="screen_set_keep_on">
<return type="void" />
<param index="0" name="enable" type="bool" />
<description>
+ Sets whether the screen should never be turned off by the operating system's power-saving measures. See also [method screen_is_kept_on].
</description>
</method>
<method name="screen_set_orientation">
@@ -859,18 +907,21 @@
<param index="0" name="orientation" type="int" enum="DisplayServer.ScreenOrientation" />
<param index="1" name="screen" type="int" default="-1" />
<description>
+ Sets the [param screen]'s [param orientation]. See also [method screen_get_orientation].
</description>
</method>
<method name="set_icon">
<return type="void" />
<param index="0" name="image" type="Image" />
<description>
+ Sets the window icon (usually displayed in the top-left corner) in the operating system's [i]native[/i] format. To use icons in the operating system's native format, use [method set_native_icon] instead.
</description>
</method>
<method name="set_native_icon">
<return type="void" />
<param index="0" name="filename" type="String" />
<description>
+ Sets the window icon (usually displayed in the top-left corner) in the operating system's [i]native[/i] format. The file at [param filename] must be in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By using specially crafted [code].ico[/code] or [code].icns[/code] icons, [method set_native_icon] allows specifying different icons depending on the size the icon is displayed at. This size is determined by the operating system and user preferences (including the display scale factor). To use icons in other formats, use [method set_icon] instead.
</description>
</method>
<method name="tablet_get_current_driver" qualifiers="const">
@@ -911,7 +962,7 @@
- [code]name[/code] is voice name.
- [code]id[/code] is voice identifier.
- [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_get_voices_for_language" qualifiers="const">
@@ -919,35 +970,35 @@
<param index="0" name="language" type="String" />
<description>
Returns an [PackedStringArray] of voice identifiers for the [param language].
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_is_paused" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the synthesizer is in a paused state.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_is_speaking" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the synthesizer is generating speech, or have utterance waiting in the queue.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_pause">
<return type="void" />
<description>
Puts the synthesizer into a paused state.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_resume">
<return type="void" />
<description>
Resumes the synthesizer if it was paused.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_set_utterance_callback">
@@ -956,10 +1007,10 @@
<param index="1" name="callable" type="Callable" />
<description>
Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary.
- - [code]TTS_UTTERANCE_STARTED[/code], [code]TTS_UTTERANCE_ENDED[/code], and [code]TTS_UTTERANCE_CANCELED[/code] callable's method should take one [int] parameter, the utterance id.
- - [code]TTS_UTTERANCE_BOUNDARY[/code] callable's method should take two [int] parameters, the index of the character and the utterance id.
+ - [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and [constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] parameter, the utterance id.
+ - [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] parameters, the index of the character and the utterance id.
[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_speak">
@@ -978,16 +1029,16 @@
- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] (highest), [code]1.0[/code] is default pitch for the current voice.
- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] (highest), [code]1.0[/code] is a normal speaking rate. Other values act as a percentage relative.
- [param utterance_id] is passed as a parameter to the callback functions.
- [b]Note:[/b] On Windows and Linux, utterance [param text] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak].
+ [b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak].
[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="tts_stop">
<return type="void" />
<description>
Stops synthesis in progress and removes all utterances from the queue.
- [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS, and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
<method name="virtual_keyboard_get_height" qualifiers="const">
@@ -1028,17 +1079,11 @@
Sets the mouse cursor position to the given [param position] relative to an origin at the upper left corner of the currently focused game Window Manager window.
</description>
</method>
- <method name="window_attach_instance_id">
- <return type="void" />
- <param index="0" name="instance_id" type="int" />
- <param index="1" name="window_id" type="int" default="0" />
- <description>
- </description>
- </method>
<method name="window_can_draw" qualifiers="const">
<return type="bool" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Returns [code]true[/code] if anything can be drawn in the window specified by [param window_id], [code]false[/code] otherwise. Using the [code]--disable-render-loop[/code] command line argument or a headless build will return [code]false[/code].
</description>
</method>
<method name="window_get_active_popup" qualifiers="const">
@@ -1051,12 +1096,14 @@
<return type="int" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Returns the [method Object.get_instance_id] of the [Window] the [param window_id] is attached to. also [method window_get_attached_instance_id].
</description>
</method>
<method name="window_get_current_screen" qualifiers="const">
<return type="int" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Returns the screen the window specified by [param window_id] is currently positioned on. If the screen overlaps multiple displays, the screen where the window's center is located is returned. See also [method window_set_current_screen].
</description>
</method>
<method name="window_get_flag" qualifiers="const">
@@ -1071,12 +1118,14 @@
<return type="Vector2i" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Returns the window's maximum size (in pixels). See also [method window_set_max_size].
</description>
</method>
<method name="window_get_min_size" qualifiers="const">
<return type="Vector2i" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Returns the window's minimum size (in pixels). See also [method window_set_min_size].
</description>
</method>
<method name="window_get_mode" qualifiers="const">
@@ -1092,7 +1141,7 @@
<param index="1" name="window_id" type="int" default="0" />
<description>
Returns internal structure pointers for use in plugins.
- [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and Windows.
</description>
</method>
<method name="window_get_popup_safe_rect" qualifiers="const">
@@ -1106,26 +1155,35 @@
<return type="Vector2i" />
<param index="0" name="window_id" type="int" default="0" />
<description>
- Returns the position of the given window to on the screen.
+ Returns the position of the client area of the given window on the screen.
</description>
</method>
- <method name="window_get_real_size" qualifiers="const">
+ <method name="window_get_position_with_decorations" qualifiers="const">
<return type="Vector2i" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Returns the position of the given window on the screen including the borders drawn by the operating system. See also [method window_get_position].
</description>
</method>
<method name="window_get_safe_title_margins" qualifiers="const">
- <return type="Vector2i" />
+ <return type="Vector3i" />
<param index="0" name="window_id" type="int" default="0" />
<description>
- Returns left and right margins of the title that are safe to use (contains no buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set.
+ Returns left margins ([code]x[/code]), right margins ([code]y[/code]) and height ([code]z[/code]) of the title that are safe to use (contains no buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set.
</description>
</method>
<method name="window_get_size" qualifiers="const">
<return type="Vector2i" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Returns the size of the window specified by [param window_id] (in pixels), excluding the borders drawn by the operating system. This is also called the "client area". See also [method window_get_size_with_decorations], [method window_set_size] and [method window_get_position].
+ </description>
+ </method>
+ <method name="window_get_size_with_decorations" qualifiers="const">
+ <return type="Vector2i" />
+ <param index="0" name="window_id" type="int" default="0" />
+ <description>
+ Returns the size of the window specified by [param window_id] (in pixels), including the borders drawn by the operating system. See also [method window_get_size].
</description>
</method>
<method name="window_get_vsync_mode" qualifiers="const">
@@ -1135,6 +1193,13 @@
Returns the V-Sync mode of the given window.
</description>
</method>
+ <method name="window_is_maximize_allowed" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="window_id" type="int" default="0" />
+ <description>
+ Returns [code]true[/code] if the given window can be maximized (the maximize button is enabled).
+ </description>
+ </method>
<method name="window_maximize_on_title_dbl_click" qualifiers="const">
<return type="bool" />
<description>
@@ -1153,12 +1218,14 @@
<return type="void" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Moves the window specified by [param window_id] to the foreground, so that it is visible over other windows.
</description>
</method>
<method name="window_request_attention">
<return type="void" />
<param index="0" name="window_id" type="int" default="0" />
<description>
+ Makes the window specified by [param window_id] request attention, which is materialized by the window title and taskbar entry blinking until the window is focused. This usually has no visible effect if the window is currently focused. The exact behavior varies depending on the operating system.
</description>
</method>
<method name="window_set_current_screen">
@@ -1166,6 +1233,7 @@
<param index="0" name="screen" type="int" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Moves the window specified by [param window_id] to the specified [param screen]. See also [method window_get_current_screen].
</description>
</method>
<method name="window_set_drop_files_callback">
@@ -1173,6 +1241,8 @@
<param index="0" name="callback" type="Callable" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets the [param callback] that should be called when files are dropped from the operating system's file manager to the window specified by [param window_id].
+ [b]Note:[/b] This method is implemented on Windows, macOS, Linux (X11) and Web.
</description>
</method>
<method name="window_set_exclusive">
@@ -1199,6 +1269,7 @@
<param index="0" name="active" type="bool" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] should be enabled for the window specified by [param window_id]. See also [method window_set_ime_position].
</description>
</method>
<method name="window_set_ime_position">
@@ -1206,6 +1277,7 @@
<param index="0" name="position" type="Vector2i" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets the position of the [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url] popup for the specified [param window_id]. Only effective if [method window_set_ime_active] was set to [code]true[/code] for the specified [param window_id].
</description>
</method>
<method name="window_set_input_event_callback">
@@ -1213,6 +1285,7 @@
<param index="0" name="callback" type="Callable" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets the [param callback] that should be called when any [InputEvent] is sent to the window specified by [param window_id].
</description>
</method>
<method name="window_set_input_text_callback">
@@ -1220,6 +1293,7 @@
<param index="0" name="callback" type="Callable" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets the [param callback] that should be called when text is entered using the virtual keyboard to the window specified by [param window_id].
</description>
</method>
<method name="window_set_max_size">
@@ -1227,6 +1301,8 @@
<param index="0" name="max_size" type="Vector2i" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets the maximum size of the window specified by [param window_id] in pixels. Normally, the user will not be able to drag the window to make it smaller than the specified size. See also [method window_get_max_size].
+ [b]Note:[/b] Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit.
</description>
</method>
<method name="window_set_min_size">
@@ -1234,8 +1310,9 @@
<param index="0" name="min_size" type="Vector2i" />
<param index="1" name="window_id" type="int" default="0" />
<description>
- Sets the minimum size for the given window to [param min_size] (in pixels).
+ Sets the minimum size for the given window to [param min_size] (in pixels). Normally, the user will not be able to drag the window to make it larger than the specified size. See also [method window_get_min_size].
[b]Note:[/b] By default, the main window has a minimum size of [code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the window is resized to a near-zero size.
+ [b]Note:[/b] Using third-party tools, it is possible for users to disable window geometry restrictions and therefore bypass this limit.
</description>
</method>
<method name="window_set_mode">
@@ -1244,7 +1321,7 @@
<param index="1" name="window_id" type="int" default="0" />
<description>
Sets window mode for the given window to [param mode]. See [enum WindowMode] for possible values and how each mode behaves.
- [b]Note:[/b] Setting the window to fullscreen forcibly sets the borderless flag to [code]true[/code], so make sure to set it back to [code]false[/code] when not wanted.
+ [b]Note:[/b] Setting the window to full screen forcibly sets the borderless flag to [code]true[/code], so make sure to set it back to [code]false[/code] when not wanted.
</description>
</method>
<method name="window_set_mouse_passthrough">
@@ -1276,8 +1353,8 @@
DisplayServer.WindowSetMousePassthrough(new Vector2[] {});
[/csharp]
[/codeblocks]
- [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux and macOS it is.
- [b]Note:[/b] This method is implemented on Linux, macOS and Windows.
+ [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is.
+ [b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows.
</description>
</method>
<method name="window_set_popup_safe_rect">
@@ -1293,7 +1370,16 @@
<param index="0" name="position" type="Vector2i" />
<param index="1" name="window_id" type="int" default="0" />
<description>
- Sets the position of the given window to [param position].
+ Sets the position of the given window to [param position]. On multi-monitor setups, the screen position is relative to the virtual desktop area. On multi-monitor setups with different screen resolutions or orientations, the origin may be located outside any display like this:
+ [codeblock]
+ * (0, 0) +-------+
+ | |
+ +-------------+ | |
+ | | | |
+ | | | |
+ +-------------+ +-------+
+ [/codeblock]
+ See also [method window_get_position] and [method window_set_size].
</description>
</method>
<method name="window_set_rect_changed_callback">
@@ -1301,6 +1387,7 @@
<param index="0" name="callback" type="Callable" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets the [param callback] that will be called when the window specified by [param window_id] is moved or resized.
</description>
</method>
<method name="window_set_size">
@@ -1308,7 +1395,7 @@
<param index="0" name="size" type="Vector2i" />
<param index="1" name="window_id" type="int" default="0" />
<description>
- Sets the size of the given window to [param size].
+ Sets the size of the given window to [param size] (in pixels). See also [method window_get_size] and [method window_get_position].
</description>
</method>
<method name="window_set_title">
@@ -1317,6 +1404,7 @@
<param index="1" name="window_id" type="int" default="0" />
<description>
Sets the title of the given window to [param title].
+ [b]Note:[/b] Avoid changing the window title every frame, as this can cause performance issues on certain window managers. Try to change the window title only a few times per second at most.
</description>
</method>
<method name="window_set_transient">
@@ -1324,6 +1412,8 @@
<param index="0" name="window_id" type="int" />
<param index="1" name="parent_window_id" type="int" />
<description>
+ Sets window transient parent. Transient window is will be destroyed with its transient parent and will return focus to their parent when closed. The transient window is displayed on top of a non-exclusive full-screen parent window. Transient windows can't enter full-screen mode.
+ Note that behavior might be different depending on the platform.
</description>
</method>
<method name="window_set_vsync_mode">
@@ -1336,56 +1426,84 @@
Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED], if the desired mode is not supported.
</description>
</method>
+ <method name="window_set_window_buttons_offset">
+ <return type="void" />
+ <param index="0" name="offset" type="Vector2i" />
+ <param index="1" name="window_id" type="int" default="0" />
+ <description>
+ When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the center of the first titlebar button.
+ [b]Note:[/b] This flag is implemented on macOS.
+ </description>
+ </method>
<method name="window_set_window_event_callback">
<return type="void" />
<param index="0" name="callback" type="Callable" />
<param index="1" name="window_id" type="int" default="0" />
<description>
+ Sets the [param callback] that will be called when an event occurs in the window specified by [param window_id].
</description>
</method>
</methods>
<constants>
<constant name="FEATURE_GLOBAL_MENU" value="0" enum="Feature">
+ Display server supports global menu. This allows the application to display its menu items in the operating system's top bar. [b]macOS[/b]
</constant>
<constant name="FEATURE_SUBWINDOWS" value="1" enum="Feature">
+ Display server supports multiple windows that can be moved outside of the main window. [b]Windows, macOS, Linux (X11)[/b]
</constant>
<constant name="FEATURE_TOUCHSCREEN" value="2" enum="Feature">
+ Display server supports touchscreen input. [b]Windows, Linux (X11), Android, iOS, Web[/b]
</constant>
<constant name="FEATURE_MOUSE" value="3" enum="Feature">
+ Display server supports mouse input. [b]Windows, macOS, Linux (X11), Android, Web[/b]
</constant>
<constant name="FEATURE_MOUSE_WARP" value="4" enum="Feature">
+ Display server supports warping mouse coordinates to keep the mouse cursor constrained within an area, but looping when one of the edges is reached. [b]Windows, macOS, Linux (X11)[/b]
</constant>
<constant name="FEATURE_CLIPBOARD" value="5" enum="Feature">
+ Display server supports setting and getting clipboard data. See also [constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11), Android, iOS, Web[/b]
</constant>
<constant name="FEATURE_VIRTUAL_KEYBOARD" value="6" enum="Feature">
+ Display server supports popping up a virtual keyboard when requested to input text without a physical keyboard. [b]Android, iOS, Web[/b]
</constant>
<constant name="FEATURE_CURSOR_SHAPE" value="7" enum="Feature">
+ Display server supports setting the mouse cursor shape to be different from the default. [b]Windows, macOS, Linux (X11), Android, Web[/b]
</constant>
<constant name="FEATURE_CUSTOM_CURSOR_SHAPE" value="8" enum="Feature">
+ Display server supports setting the mouse cursor shape to a custom image. [b]Windows, macOS, Linux (X11), Web[/b]
</constant>
<constant name="FEATURE_NATIVE_DIALOG" value="9" enum="Feature">
+ Display server supports spawning dialogs using the operating system's native look-and-feel. [b]macOS[/b]
</constant>
<constant name="FEATURE_IME" value="10" enum="Feature">
+ Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/url], which is commonly used for inputting Chinese/Japanese/Korean text. This is handled by the operating system, rather than by Godot. [b]Windows, macOS, Linux (X11)[/b]
</constant>
<constant name="FEATURE_WINDOW_TRANSPARENCY" value="11" enum="Feature">
+ Display server supports windows can use per-pixel transparency to make windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11)[/b]
</constant>
<constant name="FEATURE_HIDPI" value="12" enum="Feature">
+ Display server supports querying the operating system's display scale factor. This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed to guessing based on the screen resolution and reported display DPI (which can be unreliable due to broken monitor EDID). [b]Windows, macOS[/b]
</constant>
<constant name="FEATURE_ICON" value="13" enum="Feature">
+ Display server supports changing the window icon (usually displayed in the top-left corner). [b]Windows, macOS, Linux (X11)[/b]
</constant>
<constant name="FEATURE_NATIVE_ICON" value="14" enum="Feature">
+ Display server supports changing the window icon (usually displayed in the top-left corner). [b]Windows, macOS[/b]
</constant>
<constant name="FEATURE_ORIENTATION" value="15" enum="Feature">
+ Display server supports changing the screen orientation. [b]Android, iOS[/b]
</constant>
<constant name="FEATURE_SWAP_BUFFERS" value="16" enum="Feature">
+ Display server supports V-Sync status can be changed from the default (which is forced to be enabled platforms not supporting this feature). [b]Windows, macOS, Linux (X11)[/b]
</constant>
<constant name="FEATURE_CLIPBOARD_PRIMARY" value="18" enum="Feature">
+ Display server supports Primary clipboard can be used. This is a different clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11)[/b]
</constant>
<constant name="FEATURE_TEXT_TO_SPEECH" value="19" enum="Feature">
- Display server supports text-to-speech. See [code]tts_*[/code] methods.
+ Display server supports text-to-speech. See [code]tts_*[/code] methods. [b]Windows, macOS, Linux (X11), Android, iOS, Web[/b]
</constant>
<constant name="FEATURE_EXTEND_TO_TITLE" value="20" enum="Feature">
- Display server supports expanding window content to the title. See [constant WINDOW_FLAG_EXTEND_TO_TITLE].
+ Display server supports expanding window content to the title. See [constant WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]
</constant>
<constant name="MOUSE_MODE_VISIBLE" value="0" enum="MouseMode">
Makes the mouse cursor visible if it is hidden.
@@ -1404,24 +1522,34 @@
Confines the mouse cursor to the game window, and make it hidden.
</constant>
<constant name="SCREEN_OF_MAIN_WINDOW" value="-1">
+ Represents the screen where the main window is located. This is usually the default value in functions that allow specifying one of several screens.
</constant>
<constant name="MAIN_WINDOW_ID" value="0">
+ The ID of the main window spawned by the engine, which can be passed to methods expecting a [code]window_id[/code].
</constant>
<constant name="INVALID_WINDOW_ID" value="-1">
+ The ID that refers to a nonexisting window. This is be returned by some [DisplayServer] methods if no window matches the requested result.
</constant>
<constant name="SCREEN_LANDSCAPE" value="0" enum="ScreenOrientation">
+ Default landscape orientation.
</constant>
<constant name="SCREEN_PORTRAIT" value="1" enum="ScreenOrientation">
+ Default portrait orienstation.
</constant>
<constant name="SCREEN_REVERSE_LANDSCAPE" value="2" enum="ScreenOrientation">
+ Reverse landscape orientation (upside down).
</constant>
<constant name="SCREEN_REVERSE_PORTRAIT" value="3" enum="ScreenOrientation">
+ Reverse portrait orientation (upside down).
</constant>
<constant name="SCREEN_SENSOR_LANDSCAPE" value="4" enum="ScreenOrientation">
+ Automatic landscape orientation (default or reverse depending on sensor).
</constant>
<constant name="SCREEN_SENSOR_PORTRAIT" value="5" enum="ScreenOrientation">
+ Automatic portrait orientation (default or reverse depending on sensor).
</constant>
<constant name="SCREEN_SENSOR" value="6" enum="ScreenOrientation">
+ Automatic landscape or portrait orientation (default or reverse depending on sensor).
</constant>
<constant name="KEYBOARD_TYPE_DEFAULT" value="0" enum="VirtualKeyboardType">
Default text virtual keyboard.
@@ -1449,124 +1577,176 @@
Virtual keyboard with additional keys to assist with typing URLs.
</constant>
<constant name="CURSOR_ARROW" value="0" enum="CursorShape">
+ Arrow cursor shape. This is the default when not pointing anything that overrides the mouse cursor, such as a [LineEdit] or [TextEdit].
</constant>
<constant name="CURSOR_IBEAM" value="1" enum="CursorShape">
+ I-beam cursor shape. This is used by default when hovering a control that accepts text input, such as [LineEdit] or [TextEdit].
</constant>
<constant name="CURSOR_POINTING_HAND" value="2" enum="CursorShape">
+ Pointing hand cursor shape. This is used by default when hovering a [LinkButton] or an URL tag in a [RichTextLabel].⋅
</constant>
<constant name="CURSOR_CROSS" value="3" enum="CursorShape">
+ Crosshair cursor. This is intended to be displayed when the user needs precise aim over an element, such as a rectangle selection tool or a color picker.
</constant>
<constant name="CURSOR_WAIT" value="4" enum="CursorShape">
+ Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/i] the arrow. Intended to be used for non-blocking operations (when the user can do something else at the moment). See also [constant CURSOR_BUSY].
</constant>
<constant name="CURSOR_BUSY" value="5" enum="CursorShape">
+ Wait cursor. On most cursor themes, this [i]replaces[/i] the arrow with a spinning icon. Intended to be used for blocking operations (when the user can't do anything else at the moment). See also [constant CURSOR_WAIT].
</constant>
<constant name="CURSOR_DRAG" value="6" enum="CursorShape">
+ Dragging hand cursor. This is displayed during drag-and-drop operations. See also [constant CURSOR_CAN_DROP].
</constant>
<constant name="CURSOR_CAN_DROP" value="7" enum="CursorShape">
+ "Can drop" cursor. This is displayed during drag-and-drop operations if hovering over a [Control] that can accept the drag-and-drop event. On most cursor themes, this displays a dragging hand with an arrow symbol besides it. See also [constant CURSOR_DRAG].
</constant>
<constant name="CURSOR_FORBIDDEN" value="8" enum="CursorShape">
+ Forbidden cursor. This is displayed during drag-and-drop operations if the hovered [Control] can't accept the drag-and-drop event.
</constant>
<constant name="CURSOR_VSIZE" value="9" enum="CursorShape">
+ Vertical resize cursor. Intended to be displayed when the hovered [Control] can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT].
</constant>
<constant name="CURSOR_HSIZE" value="10" enum="CursorShape">
+ Horizontal resize cursor. Intended to be displayed when the hovered [Control] can be horizontally resized using the mouse. See also [constant CURSOR_HSPLIT].
</constant>
<constant name="CURSOR_BDIAGSIZE" value="11" enum="CursorShape">
+ Secondary diagonal resize cursor (top-right/bottom-left). Intended to be displayed when the hovered [Control] can be resized on both axes at once using the mouse.
</constant>
<constant name="CURSOR_FDIAGSIZE" value="12" enum="CursorShape">
+ Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed when the hovered [Control] can be resized on both axes at once using the mouse.
</constant>
<constant name="CURSOR_MOVE" value="13" enum="CursorShape">
+ Move cursor. Intended to be displayed when the hovered [Control] can be moved using the mouse.
</constant>
<constant name="CURSOR_VSPLIT" value="14" enum="CursorShape">
+ Vertical split cursor. This is displayed when hovering a [Control] with splits that can be vertically resized using the mouse, such as [VSplitContainer]. On some cursor themes, this cursor may have the same appearance as [constant CURSOR_VSIZE].
</constant>
<constant name="CURSOR_HSPLIT" value="15" enum="CursorShape">
+ Horizontal split cursor. This is displayed when hovering a [Control] with splits that can be horizontally resized using the mouse, such as [HSplitContainer]. On some cursor themes, this cursor may have the same appearance as [constant CURSOR_HSIZE].
</constant>
<constant name="CURSOR_HELP" value="16" enum="CursorShape">
+ Help cursor. On most cursor themes, this displays a question mark icon instead of the mouse cursor. Intended to be used when the user has requested help on the next element that will be clicked.
</constant>
<constant name="CURSOR_MAX" value="17" enum="CursorShape">
+ Represents the size of the [enum CursorShape] enum.
</constant>
<constant name="WINDOW_MODE_WINDOWED" value="0" enum="WindowMode">
+ Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to the size of the screen).
</constant>
<constant name="WINDOW_MODE_MINIMIZED" value="1" enum="WindowMode">
+ Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is pressed.
</constant>
<constant name="WINDOW_MODE_MAXIMIZED" value="2" enum="WindowMode">
+ Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the minimize button is pressed.
</constant>
<constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode">
- Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
- Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
+ Full screen mode with full multi-window support.
+ Full screen window cover the entire display area of a screen, have no border or decorations. Display video mode is not changed.
+ [b]Note:[/b] Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_MODE_EXCLUSIVE_FULLSCREEN" value="4" enum="WindowMode">
- Exclusive fullscreen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant WINDOW_MODE_FULLSCREEN].
- Only one window in exclusive fullscreen mode can be visible on a given screen at a time. If multiple windows are in exclusive fullscreen mode for the same screen, the last one being set to this mode takes precedence.
- Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
+ A single window full screen mode. This mode has less overhead, but only one window can be open on a given screen at a time (opening a child window or application switching will trigger a full screen transition).
+ Full screen window cover the entire display area of a screen, have no border or decorations. Display video mode is not changed.
+ [b]On Windows:[/b] Depending on video driver, full screen transition might cause screens to go black for a moment.
+ [b]On macOS:[/b] Exclusive full screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen.
+ [b]On Linux (X11):[/b] Exclusive full screen mode bypasses compositor.
+ [b]Note:[/b] Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
- Window can't be resizing by dragging its resize grip. It's still possible to resize the window using [method window_set_size]. This flag is ignored for full screen windows.
+ The window can't be resizing by dragging its resize grip. It's still possible to resize the window using [method window_set_size]. This flag is ignored for full screen windows.
</constant>
<constant name="WINDOW_FLAG_BORDERLESS" value="1" enum="WindowFlags">
- Window do not have native title bar and other decorations. This flag is ignored for full-screen windows.
+ The window do not have native title bar and other decorations. This flag is ignored for full-screen windows.
</constant>
<constant name="WINDOW_FLAG_ALWAYS_ON_TOP" value="2" enum="WindowFlags">
- Window is floating above other regular windows. This flag is ignored for full-screen windows.
+ The window is floating on top of all other windows. This flag is ignored for full-screen windows.
</constant>
<constant name="WINDOW_FLAG_TRANSPARENT" value="3" enum="WindowFlags">
- Window is will be destroyed with its transient parent and displayed on top of non-exclusive full-screen parent window. Transient windows can't enter full-screen mode.
+ The window background can be transparent.
+ [b]Note:[/b] This flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
+ [b]Note:[/b] Transparency support is implemented on Linux (X11), macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
</constant>
<constant name="WINDOW_FLAG_NO_FOCUS" value="4" enum="WindowFlags">
- Window can't be focused. No-focus window will ignore all input, except mouse clicks.
+ The window can't be focused. No-focus window will ignore all input, except mouse clicks.
</constant>
<constant name="WINDOW_FLAG_POPUP" value="5" enum="WindowFlags">
- Window is part of menu or [OptionButton] dropdown. This flag can't be changed when window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [constant WINDOW_FLAG_TRANSPARENT] set.
+ Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [code]transient parent[/code] set (see [method window_set_transient]).
</constant>
<constant name="WINDOW_FLAG_EXTEND_TO_TITLE" value="6" enum="WindowFlags">
Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons.
+ Use [method window_set_window_buttons_offset] to adjust minimize/maximize/close buttons offset.
+ Use [method window_get_safe_title_margins] to determine area under the title bar that is not covered by decorations.
[b]Note:[/b] This flag is implemented on macOS.
</constant>
<constant name="WINDOW_FLAG_MAX" value="7" enum="WindowFlags">
+ Max value of the [enum WindowFlags].
</constant>
<constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent">
+ Sent when the mouse pointer enters the window, see [method window_set_window_event_callback].
</constant>
<constant name="WINDOW_EVENT_MOUSE_EXIT" value="1" enum="WindowEvent">
+ Sent when the mouse pointer exits the window, see [method window_set_window_event_callback].
</constant>
<constant name="WINDOW_EVENT_FOCUS_IN" value="2" enum="WindowEvent">
+ Sent when the window grabs focus, see [method window_set_window_event_callback].
</constant>
<constant name="WINDOW_EVENT_FOCUS_OUT" value="3" enum="WindowEvent">
+ Sent when the window loses focus, see [method window_set_window_event_callback].
</constant>
<constant name="WINDOW_EVENT_CLOSE_REQUEST" value="4" enum="WindowEvent">
+ Sent when the user has attempted to close the window (e.g. close button is pressed), see [method window_set_window_event_callback].
</constant>
<constant name="WINDOW_EVENT_GO_BACK_REQUEST" value="5" enum="WindowEvent">
+ Sent when the device "Back" button is pressed, see [method window_set_window_event_callback].
+ [b]Note:[/b] This event is implemented on Android.
</constant>
<constant name="WINDOW_EVENT_DPI_CHANGE" value="6" enum="WindowEvent">
+ Sent when the window is moved to the display with different DPI, or display DPI is changed, see [method window_set_window_event_callback].
+ [b]Note:[/b] This flag is implemented on macOS.
+ </constant>
+ <constant name="WINDOW_EVENT_TITLEBAR_CHANGE" value="7" enum="WindowEvent">
+ Sent when the window title bar decoration is changed (e.g. [constant WINDOW_FLAG_EXTEND_TO_TITLE] is set or window entered/exited full screen mode), see [method window_set_window_event_callback].
+ [b]Note:[/b] This flag is implemented on macOS.
</constant>
<constant name="VSYNC_DISABLED" value="0" enum="VSyncMode">
- No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible).
+ No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]).
</constant>
<constant name="VSYNC_ENABLED" value="1" enum="VSyncMode">
- Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible).
+ Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]).
</constant>
<constant name="VSYNC_ADAPTIVE" value="2" enum="VSyncMode">
- Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible), otherwise vertical synchronization is enabled to avoid tearing.
+ Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]).
</constant>
<constant name="VSYNC_MAILBOX" value="3" enum="VSyncMode">
- Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible).
- Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag.
+ Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]).
+ Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). [constant VSYNC_MAILBOX] works best when at least twice as many frames as the display refresh rate are rendered.
</constant>
<constant name="DISPLAY_HANDLE" value="0" enum="HandleType">
Display handle:
- - Linux: [code]X11::Display*[/code] for the display.
+ - Linux (X11): [code]X11::Display*[/code] for the display.
+ - Android: [code]EGLDisplay[/code] for the display.
</constant>
<constant name="WINDOW_HANDLE" value="1" enum="HandleType">
Window handle:
- Windows: [code]HWND[/code] for the window.
- - Linux: [code]X11::Window*[/code] for the window.
+ - Linux (X11): [code]X11::Window*[/code] for the window.
- macOS: [code]NSWindow*[/code] for the window.
- iOS: [code]UIViewController*[/code] for the view controller.
- Android: [code]jObject[/code] for the activity.
</constant>
<constant name="WINDOW_VIEW" value="2" enum="HandleType">
Window view:
+ - Windows: [code]HDC[/code] for the window (only with the GL Compatibility renderer).
- macOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
+ <constant name="OPENGL_CONTEXT" value="3" enum="HandleType">
+ OpenGL context (only with the GL Compatibility renderer):
+ - Windows: [code]HGLRC[/code] for the window.
+ - Linux: [code]GLXContext*[/code] for the window.
+ - MacOS: [code]NSOpenGLContext*[/code] for the window.
+ - Android: [code]EGLContext[/code] for the window.
+ </constant>
<constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
Utterance has begun to be spoken.
</constant>
diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml
index 53a3fe5d19..380c79fc1a 100644
--- a/doc/classes/EditorCommandPalette.xml
+++ b/doc/classes/EditorCommandPalette.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor &gt; Command Palette[/b] menu.
- Command key names use slash delimiters to distinguish sections Example: [code]"example/command1"[/code] then [code]example[/code] will be the section name.
+ Command key names use slash delimiters to distinguish sections, for example: [code]"example/command1"[/code] then [code]example[/code] will be the section name.
[codeblocks]
[gdscript]
var command_palette = get_editor_interface().get_command_palette()
diff --git a/doc/classes/EditorDebuggerPlugin.xml b/doc/classes/EditorDebuggerPlugin.xml
index c3e0a995c6..10da1edd56 100644
--- a/doc/classes/EditorDebuggerPlugin.xml
+++ b/doc/classes/EditorDebuggerPlugin.xml
@@ -1,88 +1,88 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorDebuggerPlugin" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="EditorDebuggerPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A base class to implement debugger plugins.
</brief_description>
<description>
[EditorDebuggerPlugin] provides functions related to the editor side of the debugger.
- You don't need to instantiate this class; that is automatically handled by the debugger. [Control] nodes can be added as child nodes to provide a GUI for the plugin.
- Do not free or reparent this node, otherwise it becomes unusable.
- To use [EditorDebuggerPlugin], register it using the [method EditorPlugin.add_debugger_plugin] method first.
+ To interact with the debugger, an instance of this class must be added to the editor via [method EditorPlugin.add_debugger_plugin].
+ Once added, the [method _setup_session] callback will be called for every [EditorDebuggerSession] available to the plugin, and when new ones are created (the sessions may be inactive during this stage).
+ You can retrieve the available [EditorDebuggerSession]s via [method get_sessions] or get a specific one via [method get_session].
+ [codeblocks]
+ [gdscript]
+ @tool
+ extends EditorPlugin
+
+ class ExampleEditorDebugger extends EditorDebuggerPlugin:
+
+ func _has_capture(prefix):
+ # Return true if you wish to handle message with this prefix.
+ return prefix == "my_plugin"
+
+ func _capture(message, data, session_id):
+ if message == "my_plugin:ping":
+ get_session(session_id).send_message("my_plugin:echo", data)
+
+ func _setup_session(session_id):
+ # Add a new tab in the debugger session UI containing a label.
+ var label = Label.new()
+ label.name = "Example plugin"
+ label.text = "Example plugin"
+ var session = get_session(session_id)
+ # Listens to the session started and stopped signals.
+ session.started.connect(func (): print("Session started"))
+ session.stopped.connect(func (): print("Session stopped"))
+ session.add_session_tab(label)
+
+ var debugger = ExampleEditorDebugger.new()
+
+ func _enter_tree():
+ add_debugger_plugin(debugger)
+
+ func _exit_tree():
+ remove_debugger_plugin(debugger)
+ [/gdscript]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>
<methods>
- <method name="has_capture">
- <return type="bool" />
- <param index="0" name="name" type="StringName" />
- <description>
- Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
- </description>
- </method>
- <method name="is_breaked">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
- </description>
- </method>
- <method name="is_debuggable">
+ <method name="_capture" qualifiers="virtual">
<return type="bool" />
+ <param index="0" name="message" type="String" />
+ <param index="1" name="data" type="Array" />
+ <param index="2" name="session_id" type="int" />
<description>
- Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
+ Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the message (which you can retrieve via [method get_session]).
</description>
</method>
- <method name="is_session_active">
+ <method name="_has_capture" qualifiers="virtual const">
<return type="bool" />
+ <param index="0" name="capture" type="String" />
<description>
- Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code].
+ Override this method to enable receiving messages from the debugger. If [param capture] is "my_message" then messages starting with "my_message:" will be passes to the [method _capture] method.
</description>
</method>
- <method name="register_message_capture">
+ <method name="_setup_session" qualifiers="virtual">
<return type="void" />
- <param index="0" name="name" type="StringName" />
- <param index="1" name="callable" type="Callable" />
+ <param index="0" name="session_id" type="int" />
<description>
- Registers a message capture with given [param name]. If [param name] is "my_message" then messages starting with "my_message:" will be called with the given callable.
- Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code].
+ Override this method to be notified whenever a new [EditorDebuggerSession] is created (the session may be inactive during this stage).
</description>
</method>
- <method name="send_message">
- <return type="void" />
- <param index="0" name="message" type="String" />
- <param index="1" name="data" type="Array" />
+ <method name="get_session">
+ <return type="EditorDebuggerSession" />
+ <param index="0" name="id" type="int" />
<description>
- Sends a message with given [param message] and [param data] array.
+ Returns the [EditorDebuggerSession] with the given [param id].
</description>
</method>
- <method name="unregister_message_capture">
- <return type="void" />
- <param index="0" name="name" type="StringName" />
+ <method name="get_sessions">
+ <return type="Array" />
<description>
- Unregisters the message capture with given name.
+ Returns an array of [EditorDebuggerSession] currently available to this debugger plugin.
+ Note: Not sessions in the array may be inactive, check their state via [method EditorDebuggerSession.is_active]
</description>
</method>
</methods>
- <signals>
- <signal name="breaked">
- <param index="0" name="can_debug" type="bool" />
- <description>
- Emitted when the game enters a break state.
- </description>
- </signal>
- <signal name="continued">
- <description>
- Emitted when the game exists a break state.
- </description>
- </signal>
- <signal name="started">
- <description>
- Emitted when the debugging starts.
- </description>
- </signal>
- <signal name="stopped">
- <description>
- Emitted when the debugging stops.
- </description>
- </signal>
- </signals>
</class>
diff --git a/doc/classes/EditorDebuggerSession.xml b/doc/classes/EditorDebuggerSession.xml
new file mode 100644
index 0000000000..faf528c143
--- /dev/null
+++ b/doc/classes/EditorDebuggerSession.xml
@@ -0,0 +1,86 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorDebuggerSession" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ A class to interact with the editor debugger.
+ </brief_description>
+ <description>
+ This class cannot be directly instantiated and must be retrieved via a [EditorDebuggerPlugin].
+ You can add tabs to the session UI via [method add_session_tab], send messages via [method send_message], and toggle [EngineProfiler]s via [method toggle_profiler].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_session_tab">
+ <return type="void" />
+ <param index="0" name="control" type="Control" />
+ <description>
+ Adds the given [param control] to the debug session UI in the debugger bottom panel.
+ </description>
+ </method>
+ <method name="is_active">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the debug session is currently attached to a remote instance.
+ </description>
+ </method>
+ <method name="is_breaked">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the attached remote instance is currently in the debug loop.
+ </description>
+ </method>
+ <method name="is_debuggable">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the attached remote instance can be debugged.
+ </description>
+ </method>
+ <method name="remove_session_tab">
+ <return type="void" />
+ <param index="0" name="control" type="Control" />
+ <description>
+ Removes the given [param control] from the debug session UI in the debugger bottom panel.
+ </description>
+ </method>
+ <method name="send_message">
+ <return type="void" />
+ <param index="0" name="message" type="String" />
+ <param index="1" name="data" type="Array" default="[]" />
+ <description>
+ Sends the given [param message] to the attached remote instance, optionally passing additionally [param data]. See [EngineDebugger] for how to retrieve those messages.
+ </description>
+ </method>
+ <method name="toggle_profiler">
+ <return type="void" />
+ <param index="0" name="profiler" type="String" />
+ <param index="1" name="enable" type="bool" />
+ <param index="2" name="data" type="Array" default="[]" />
+ <description>
+ Toggle the given [param profiler] on the attached remote instance, optionally passing additionally [param data]. See [EngineProfiler] for more details.
+ </description>
+ </method>
+ </methods>
+ <signals>
+ <signal name="breaked">
+ <param index="0" name="can_debug" type="bool" />
+ <description>
+ Emitted when the attached remote instance enters a break state. If [param can_debug] is [code]true[/code], the remote instance will enter the debug loop.
+ </description>
+ </signal>
+ <signal name="continued">
+ <description>
+ Emitted when the attached remote instance exits a break state.
+ </description>
+ </signal>
+ <signal name="started">
+ <description>
+ Emitted when a remote instance is attached to this session (i.e. the session becomes active).
+ </description>
+ </signal>
+ <signal name="stopped">
+ <description>
+ Emitted when a remote instance is detached from this session (i.e. the session becomes inactive).
+ </description>
+ </signal>
+ </signals>
+</class>
diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml
index e216059364..27f61f1bd8 100644
--- a/doc/classes/EditorFeatureProfile.xml
+++ b/doc/classes/EditorFeatureProfile.xml
@@ -28,7 +28,7 @@
<return type="bool" />
<param index="0" name="class_name" type="StringName" />
<description>
- Returns [code]true[/code] if editing for the class specified by [param class_name] is disabled. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.
+ Returns [code]true[/code] if editing for the class specified by [param class_name] is disabled. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class.
</description>
</method>
<method name="is_class_property_disabled" qualifiers="const">
@@ -36,7 +36,7 @@
<param index="0" name="class_name" type="StringName" />
<param index="1" name="property" type="StringName" />
<description>
- Returns [code]true[/code] if [param property] is disabled in the class specified by [param class_name]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [param class_name].
+ Returns [code]true[/code] if [param property] is disabled in the class specified by [param class_name]. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by [param class_name].
</description>
</method>
<method name="is_feature_disabled" qualifiers="const">
@@ -73,7 +73,7 @@
<param index="0" name="class_name" type="StringName" />
<param index="1" name="disable" type="bool" />
<description>
- If [param disable] is [code]true[/code], disables editing for the class specified by [param class_name]. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.
+ If [param disable] is [code]true[/code], disables editing for the class specified by [param class_name]. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class.
</description>
</method>
<method name="set_disable_class_property">
@@ -82,7 +82,7 @@
<param index="1" name="property" type="StringName" />
<param index="2" name="disable" type="bool" />
<description>
- If [param disable] is [code]true[/code], disables editing for [param property] in the class specified by [param class_name]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [param class_name].
+ If [param disable] is [code]true[/code], disables editing for [param property] in the class specified by [param class_name]. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by [param class_name].
</description>
</method>
<method name="set_disable_feature">
@@ -116,7 +116,10 @@
<constant name="FEATURE_IMPORT_DOCK" value="6" enum="Feature">
The Import dock. If this feature is disabled, the Import dock won't be visible.
</constant>
- <constant name="FEATURE_MAX" value="7" enum="Feature">
+ <constant name="FEATURE_HISTORY_DOCK" value="7" enum="Feature">
+ The History dock. If this feature is disabled, the History dock won't be visible.
+ </constant>
+ <constant name="FEATURE_MAX" value="8" enum="Feature">
Represents the size of the [enum Feature] enum.
</constant>
</constants>
diff --git a/doc/classes/EditorFileDialog.xml b/doc/classes/EditorFileDialog.xml
index 891c8d7d92..29a8f470a1 100644
--- a/doc/classes/EditorFileDialog.xml
+++ b/doc/classes/EditorFileDialog.xml
@@ -4,6 +4,7 @@
A modified version of [FileDialog] used by the editor.
</brief_description>
<description>
+ [EditorFileDialog] is an enhanced version of [FileDialog] available only to editor plugins. Additional features include list of favorited/recent files and ability to see files as thumbnails grid instead of list.
</description>
<tutorials>
</tutorials>
@@ -62,7 +63,7 @@
The dialog's open or save mode, which affects the selection behavior. See [enum FileMode]
</member>
<member name="show_hidden_files" type="bool" setter="set_show_hidden_files" getter="is_showing_hidden_files" default="false">
- If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog].
+ If [code]true[/code], hidden files and directories will be visible in the [EditorFileDialog]. This property is synchronized with [member EditorSettings.filesystem/file_dialog/show_hidden_files].
</member>
<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default="&quot;Save a File&quot;" />
</members>
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index 348347c4ef..c395815117 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -9,7 +9,7 @@
Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
[codeblocks]
[gdscript]
- tool
+ @tool
extends EditorImportPlugin
func _get_importer_name():
@@ -44,7 +44,7 @@
# Fill the Mesh with data read in "file", left as an exercise to the reader.
var filename = save_path + "." + _get_save_extension()
- return ResourceSaver.save(filename, mesh)
+ return ResourceSaver.save(mesh, filename)
[/gdscript]
[csharp]
using Godot;
@@ -103,7 +103,7 @@
var mesh = new ArrayMesh();
// Fill the Mesh with data read in "file", left as an exercise to the reader.
String filename = savePath + "." + GetSaveExtension();
- return (int)ResourceSaver.Save(filename, mesh);
+ return (int)ResourceSaver.Save(mesh, filename);
}
}
[/csharp]
diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml
index 280a7bf34a..ab35a62794 100644
--- a/doc/classes/EditorInspector.xml
+++ b/doc/classes/EditorInspector.xml
@@ -7,12 +7,20 @@
This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector].
[EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list].
If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.
- If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section.
- If a property has [constant @GlobalScope.PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
+ If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like [code]font[/code], [code]font_color[/code] and [code]font_size[/code] (using the hint string [code]font_[/code]).
+ If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
[b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="get_selected_path" qualifiers="const">
+ <return type="String" />
+ <description>
+ Gets the path of the currently selected property.
+ </description>
+ </method>
+ </methods>
<members>
<member name="horizontal_scroll_mode" type="int" setter="set_horizontal_scroll_mode" getter="get_horizontal_scroll_mode" overrides="ScrollContainer" enum="ScrollContainer.ScrollMode" default="0" />
</members>
@@ -25,7 +33,7 @@
<signal name="object_id_selected">
<param index="0" name="id" type="int" />
<description>
- Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector.
+ Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree Inspector.
</description>
</signal>
<signal name="property_deleted">
diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml
index c8a499260e..ba2f7b24bf 100644
--- a/doc/classes/EditorInspectorPlugin.xml
+++ b/doc/classes/EditorInspectorPlugin.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspectorPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Plugin for adding custom property editors on inspector.
+ Plugin for adding custom property editors on the inspector.
</brief_description>
<description>
[EditorInspectorPlugin] allows adding custom property editors to [EditorInspector].
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index c4bbc7c108..5d4b83bc27 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -48,6 +48,12 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
+ <method name="get_current_directory" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ </description>
+ </method>
<method name="get_current_path" qualifiers="const">
<return type="String" />
<description>
@@ -60,17 +66,17 @@
Returns the edited (current) scene's root [Node].
</description>
</method>
- <method name="get_editor_main_control">
- <return type="Control" />
+ <method name="get_editor_main_screen">
+ <return type="VBoxContainer" />
<description>
- Returns the main editor control. Use this as a parent for main screens.
- [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
+ Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement [method EditorPlugin._has_main_screen].
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
<method name="get_editor_paths">
<return type="EditorPaths" />
<description>
+ Returns the [EditorPaths] singleton.
</description>
</method>
<method name="get_editor_scale" qualifiers="const">
@@ -131,10 +137,10 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
- <method name="get_selected_path" qualifiers="const">
- <return type="String" />
+ <method name="get_selected_paths" qualifiers="const">
+ <return type="PackedStringArray" />
<description>
- Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock].
</description>
</method>
<method name="get_selection">
@@ -152,6 +158,12 @@
Shows the given property on the given [param object] in the editor's Inspector dock. If [param inspector_only] is [code]true[/code], plugins will not attempt to edit [param object].
</description>
</method>
+ <method name="is_movie_maker_enabled" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if Movie Maker mode is enabled in the editor. See also [method set_movie_maker_enabled]. See [MovieWriter] for more information.
+ </description>
+ </method>
<method name="is_playing_scene" qualifiers="const">
<return type="bool" />
<description>
@@ -216,7 +228,7 @@
<method name="save_scene">
<return type="int" enum="Error" />
<description>
- Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants).
+ Saves the scene. Returns either [constant OK] or [constant ERR_CANT_CREATE].
</description>
</method>
<method name="save_scene_as">
@@ -241,6 +253,13 @@
Sets the editor's current main screen to the one specified in [param name]. [param name] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]).
</description>
</method>
+ <method name="set_movie_maker_enabled">
+ <return type="void" />
+ <param index="0" name="enabled" type="bool" />
+ <description>
+ Sets whether Movie Maker mode is enabled in the editor. See also [method is_movie_maker_enabled]. See [MovieWriter] for more information.
+ </description>
+ </method>
<method name="set_plugin_enabled">
<return type="void" />
<param index="0" name="plugin" type="String" />
diff --git a/doc/classes/EditorNode3DGizmo.xml b/doc/classes/EditorNode3DGizmo.xml
index 9ee21fd63b..561ccdc6e7 100644
--- a/doc/classes/EditorNode3DGizmo.xml
+++ b/doc/classes/EditorNode3DGizmo.xml
@@ -168,16 +168,16 @@
Removes everything in the gizmo including meshes, collisions and handles.
</description>
</method>
- <method name="get_plugin" qualifiers="const">
- <return type="EditorNode3DGizmoPlugin" />
+ <method name="get_node_3d" qualifiers="const">
+ <return type="Node3D" />
<description>
- Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material].
+ Returns the [Node3D] node associated with this gizmo.
</description>
</method>
- <method name="get_spatial_node" qualifiers="const">
- <return type="Node3D" />
+ <method name="get_plugin" qualifiers="const">
+ <return type="EditorNode3DGizmoPlugin" />
<description>
- Returns the Node3D node associated with this gizmo.
+ Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material].
</description>
</method>
<method name="get_subgizmo_selection" qualifiers="const">
@@ -200,7 +200,7 @@
Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown.
</description>
</method>
- <method name="set_spatial_node">
+ <method name="set_node_3d">
<return type="void" />
<param index="0" name="node" type="Node" />
<description>
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index 8a97dda9ae..3ab13ec5c0 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -5,10 +5,10 @@
</brief_description>
<description>
[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info.
- To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_spatial_gizmo_plugin] method first.
+ To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_node_3d_gizmo_plugin] method first.
</description>
<tutorials>
- <link title="Spatial gizmo plugins">$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link>
+ <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/3d_gizmos.html</link>
</tutorials>
<methods>
<method name="_can_be_hidden" qualifiers="virtual const">
diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml
index 2975ea6d75..929cf767a6 100644
--- a/doc/classes/EditorPaths.xml
+++ b/doc/classes/EditorPaths.xml
@@ -6,7 +6,7 @@
<description>
This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system.
[b]Note:[/b] This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use [method Engine.has_singleton] to check whether the singleton is available before using it.
- [b]Note:[/b] Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url] on [i]all[/i] platforms. You can override environment variables following the specification to change the editor and project data paths.
+ [b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths.
</description>
<tutorials>
<link title="File paths in Godot projects">https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html</link>
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index fdd3807b69..adcc87d062 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -64,8 +64,8 @@
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
- return true
- return false
+ return EditorPlugin.AFTER_GUI_INPUT_STOP
+ return EditorPlugin.AFTER_GUI_INPUT_PASS
[/gdscript]
[csharp]
public override void _Forward3dDrawOverViewport(Godot.Control overlay)
@@ -74,15 +74,15 @@
overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
}
- public override bool _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
+ public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
- return true;
+ return EditorPlugin.AFTER_GUI_INPUT_STOP;
}
- return false;
+ return EditorPlugin.AFTER_GUI_INPUT_PASS;
[/csharp]
[/codeblocks]
</description>
@@ -100,33 +100,35 @@
<param index="0" name="viewport_camera" type="Camera3D" />
<param index="1" name="event" type="InputEvent" />
<description>
- Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. Example:
+ Called when there is a root node in the current edited scene, [method _handles] is implemented, and an [InputEvent] happens in the 3D viewport. The return value decides whether the [InputEvent] is consumed or forwarded to other [EditorPlugin]s. See [enum AfterGUIInput] for options.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
- # Prevents the InputEvent to reach other Editor classes.
+ # Prevents the InputEvent from reaching other Editor classes.
func _forward_3d_gui_input(camera, event):
return EditorPlugin.AFTER_GUI_INPUT_STOP
[/gdscript]
[csharp]
- // Prevents the InputEvent to reach other Editor classes.
- public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
+ // Prevents the InputEvent from reaching other Editor classes.
+ public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
return EditorPlugin.AFTER_GUI_INPUT_STOP;
}
[/csharp]
[/codeblocks]
- Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
+ Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to forward the [InputEvent] to other Editor classes.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_3d_gui_input(camera, event):
- return event is InputEventMouseMotion
+ return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
- public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
+ public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
- return @event is InputEventMouseMotion;
+ return @event is InputEventMouseMotion ? EditorPlugin.AFTER_GUI_INPUT_STOP : EditorPlugin.AFTER_GUI_INPUT_PASS;
}
[/csharp]
[/codeblocks]
@@ -182,22 +184,24 @@
<return type="bool" />
<param index="0" name="event" type="InputEvent" />
<description>
- Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes. Example:
+ Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [param event], otherwise forwards [param event] to other Editor classes.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
- # Prevents the InputEvent to reach other Editor classes.
+ # Prevents the InputEvent from reaching other Editor classes.
func _forward_canvas_gui_input(event):
return true
[/gdscript]
[csharp]
- // Prevents the InputEvent to reach other Editor classes.
+ // Prevents the InputEvent from reaching other Editor classes.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return true;
}
[/csharp]
[/codeblocks]
- Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
+ Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
@@ -237,7 +241,7 @@
# You can use a custom icon:
return preload("res://addons/my_plugin/my_plugin_icon.svg")
# Or use a built-in icon:
- return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
+ return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
[/gdscript]
[csharp]
public override Texture2D GetPluginIcon()
@@ -245,7 +249,7 @@
// You can use a custom icon:
return ResourceLoader.Load&lt;Texture2D&gt;("res://addons/my_plugin/my_plugin_icon.svg");
// Or use a built-in icon:
- return GetEditorInterface().GetBaseControl().GetIcon("Node", "EditorIcons");
+ return GetEditorInterface().GetBaseControl().GetThemeIcon("Node", "EditorIcons");
}
[/csharp]
[/codeblocks]
@@ -303,7 +307,7 @@
func _enter_tree():
plugin_control = preload("my_plugin_control.tscn").instantiate()
- get_editor_interface().get_editor_main_control().add_child(plugin_control)
+ get_editor_interface().get_editor_main_screen().add_child(plugin_control)
plugin_control.hide()
func _has_main_screen():
@@ -406,11 +410,12 @@
When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method _handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
+ [b]Note:[/b] Custom types added this way are not true classes. They are just a helper to create a node with specific script.
</description>
</method>
<method name="add_debugger_plugin">
<return type="void" />
- <param index="0" name="script" type="Script" />
+ <param index="0" name="script" type="EditorDebuggerPlugin" />
<description>
Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin].
</description>
@@ -454,6 +459,14 @@
[/codeblocks]
</description>
</method>
+ <method name="add_node_3d_gizmo_plugin">
+ <return type="void" />
+ <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" />
+ <description>
+ Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a [Node3D].
+ See [method add_inspector_plugin] for an example of how to register a plugin.
+ </description>
+ </method>
<method name="add_scene_format_importer_plugin">
<return type="void" />
<param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" />
@@ -472,14 +485,6 @@
If [param first_priority] is [code]true[/code], the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
</description>
</method>
- <method name="add_spatial_gizmo_plugin">
- <return type="void" />
- <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" />
- <description>
- Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a [Node3D].
- See [method add_inspector_plugin] for an example of how to register a plugin.
- </description>
- </method>
<method name="add_tool_menu_item">
<return type="void" />
<param index="0" name="name" type="String" />
@@ -594,7 +599,7 @@
</method>
<method name="remove_debugger_plugin">
<return type="void" />
- <param index="0" name="script" type="Script" />
+ <param index="0" name="script" type="EditorDebuggerPlugin" />
<description>
Removes the debugger plugin with given script from the Debugger.
</description>
@@ -620,6 +625,13 @@
Removes an inspector plugin registered by [method add_import_plugin]
</description>
</method>
+ <method name="remove_node_3d_gizmo_plugin">
+ <return type="void" />
+ <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" />
+ <description>
+ Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin].
+ </description>
+ </method>
<method name="remove_scene_format_importer_plugin">
<return type="void" />
<param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" />
@@ -634,13 +646,6 @@
Remove the [EditorScenePostImportPlugin], added with [method add_scene_post_import_plugin].
</description>
</method>
- <method name="remove_spatial_gizmo_plugin">
- <return type="void" />
- <param index="0" name="plugin" type="EditorNode3DGizmoPlugin" />
- <description>
- Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin].
- </description>
- </method>
<method name="remove_tool_menu_item">
<return type="void" />
<param index="0" name="name" type="String" />
@@ -690,11 +695,13 @@
</signal>
<signal name="project_settings_changed">
<description>
+ Emitted when any project setting has changed.
</description>
</signal>
<signal name="resource_saved">
<param index="0" name="resource" type="Resource" />
<description>
+ Emitted when the given [param resource] was saved on disc.
</description>
</signal>
<signal name="scene_changed">
@@ -712,47 +719,76 @@
</signals>
<constants>
<constant name="CONTAINER_TOOLBAR" value="0" enum="CustomControlContainer">
+ Main editor toolbar, next to play buttons.
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_MENU" value="1" enum="CustomControlContainer">
+ The toolbar that appears when 3D editor is active.
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_LEFT" value="2" enum="CustomControlContainer">
+ Left sidebar of the 3D editor.
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT" value="3" enum="CustomControlContainer">
+ Right sidebar of the 3D editor.
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_BOTTOM" value="4" enum="CustomControlContainer">
+ Bottom panel of the 3D editor.
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_MENU" value="5" enum="CustomControlContainer">
+ The toolbar that appears when 2D editor is active.
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_SIDE_LEFT" value="6" enum="CustomControlContainer">
+ Left sidebar of the 2D editor.
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_SIDE_RIGHT" value="7" enum="CustomControlContainer">
+ Right sidebar of the 2D editor.
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_BOTTOM" value="8" enum="CustomControlContainer">
+ Bottom panel of the 2D editor.
</constant>
<constant name="CONTAINER_INSPECTOR_BOTTOM" value="9" enum="CustomControlContainer">
+ Bottom section of the inspector.
</constant>
<constant name="CONTAINER_PROJECT_SETTING_TAB_LEFT" value="10" enum="CustomControlContainer">
+ Tab of Project Settings dialog, to the left of other tabs.
</constant>
<constant name="CONTAINER_PROJECT_SETTING_TAB_RIGHT" value="11" enum="CustomControlContainer">
+ Tab of Project Settings dialog, to the right of other tabs.
</constant>
<constant name="DOCK_SLOT_LEFT_UL" value="0" enum="DockSlot">
+ Dock slot, left side, upper-left (empty in default layout).
</constant>
<constant name="DOCK_SLOT_LEFT_BL" value="1" enum="DockSlot">
+ Dock slot, left side, bottom-left (empty in default layout).
</constant>
<constant name="DOCK_SLOT_LEFT_UR" value="2" enum="DockSlot">
+ Dock slot, left side, upper-right (in default layout includes Scene and Import docks).
</constant>
<constant name="DOCK_SLOT_LEFT_BR" value="3" enum="DockSlot">
+ Dock slot, left side, bottom-right (in default layout includes FileSystem dock).
</constant>
<constant name="DOCK_SLOT_RIGHT_UL" value="4" enum="DockSlot">
+ Dock slot, right side, upper-left (empty in default layout).
</constant>
<constant name="DOCK_SLOT_RIGHT_BL" value="5" enum="DockSlot">
+ Dock slot, right side, bottom-left (empty in default layout).
</constant>
<constant name="DOCK_SLOT_RIGHT_UR" value="6" enum="DockSlot">
+ Dock slot, right side, upper-right (in default layout includes Inspector, Node and History docks).
</constant>
<constant name="DOCK_SLOT_RIGHT_BR" value="7" enum="DockSlot">
+ Dock slot, right side, bottom-right (empty in default layout).
</constant>
<constant name="DOCK_SLOT_MAX" value="8" enum="DockSlot">
Represents the size of the [enum DockSlot] enum.
</constant>
+ <constant name="AFTER_GUI_INPUT_PASS" value="0" enum="AfterGUIInput">
+ Forwards the [InputEvent] to other EditorPlugins.
+ </constant>
+ <constant name="AFTER_GUI_INPUT_STOP" value="1" enum="AfterGUIInput">
+ Prevents the [InputEvent] from reaching other Editor classes.
+ </constant>
+ <constant name="AFTER_GUI_INPUT_CUSTOM" value="2" enum="AfterGUIInput">
+ Pass the [InputEvent] to other editor plugins except the main [Node3D] one. This can be used to prevent node selection changes and work with sub-gizmos instead.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml
index 7bac4bf7ac..e18bea1f67 100644
--- a/doc/classes/EditorProperty.xml
+++ b/doc/classes/EditorProperty.xml
@@ -9,6 +9,13 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_set_read_only" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="read_only" type="bool" />
+ <description>
+ Called when the read-only status of the property is changed. It may be used to change custom controls into a read-only or modifiable state.
+ </description>
+ </method>
<method name="_update_property" qualifiers="virtual">
<return type="void" />
<description>
@@ -54,6 +61,7 @@
<method name="update_property">
<return type="void" />
<description>
+ Forces refresh of the property display.
</description>
</method>
</methods>
@@ -142,7 +150,7 @@
<param index="1" name="pinned" type="bool" />
<description>
Emit it if you want to mark (or unmark) the value of a property for being saved regardless of being equal to the default value.
- The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instancing chain, a script or a builtin class.
+ The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instantiation chain, a script or a builtin class.
</description>
</signal>
<signal name="resource_selected">
diff --git a/doc/classes/EditorSceneFormatImporter.xml b/doc/classes/EditorSceneFormatImporter.xml
index 6de9c2c5dc..db93cab14c 100644
--- a/doc/classes/EditorSceneFormatImporter.xml
+++ b/doc/classes/EditorSceneFormatImporter.xml
@@ -39,7 +39,6 @@
<param index="0" name="path" type="String" />
<param index="1" name="flags" type="int" />
<param index="2" name="options" type="Dictionary" />
- <param index="3" name="bake_fps" type="int" />
<description>
</description>
</method>
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index 395b094bf2..d2ad8d1bed 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -8,7 +8,7 @@
The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
[codeblocks]
[gdscript]
- tool # Needed so it runs in editor.
+ @tool # Needed so it runs in editor.
extends EditorScenePostImport
# This sample changes all node names.
# Called right after the scene is imported and gets the root node.
@@ -28,12 +28,12 @@
// This sample changes all node names.
// Called right after the scene is imported and gets the root node.
[Tool]
- public class NodeRenamer : EditorScenePostImport
+ public partial class NodeRenamer : EditorScenePostImport
{
- public override Object PostImport(Object scene)
+ public override Object _PostImport(Node scene)
{
// Change all node names to "modified_[oldnodename]"
- Iterate(scene as Node);
+ Iterate(scene);
return scene; // Remember to return the imported scene
}
public void Iterate(Node node)
diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml
index 2ff8a7ba2a..a02fd215d8 100644
--- a/doc/classes/EditorScript.xml
+++ b/doc/classes/EditorScript.xml
@@ -9,7 +9,7 @@
[b]Example script:[/b]
[codeblocks]
[gdscript]
- tool
+ @tool
extends EditorScript
func _run():
@@ -30,6 +30,7 @@
[/csharp]
[/codeblocks]
[b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock.
+ [b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 6a7bb96e0f..98f4789163 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -196,10 +196,10 @@
The thumbnail size to use in the FileSystem dock (in pixels). See also [member filesystem/file_dialog/thumbnail_size].
</member>
<member name="docks/property_editor/auto_refresh_interval" type="float" setter="" getter="">
- The refresh interval to use for the inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector more often, but take up more CPU time.
+ The refresh interval to use for the Inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector more often, but take up more CPU time.
</member>
<member name="docks/property_editor/subresource_hue_tint" type="float" setter="" getter="">
- The tint intensity to use for the subresources background in the inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.
+ The tint intensity to use for the subresources background in the Inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.
</member>
<member name="docks/scene_tree/auto_expand_to_selected" type="bool" setter="" getter="">
If [code]true[/code], the scene tree dock will automatically unfold nodes when a node that has folded parents is selected.
@@ -314,8 +314,8 @@
<member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter="">
The navigation scheme to use in the 3D editor. Changing this setting will affect the mouse buttons that must be held down to perform certain operations in the 3D editor viewport.
- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.
- - [b]Maya:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom.
- - [b]Modo:[/b] [kbd]Alt + Left mouse buttton[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom.
+ - [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Mouse wheel[/kbd] to zoom.
+ - [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom.
See also [member editors/3d/freelook/freelook_navigation_scheme].
[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
</member>
@@ -363,7 +363,7 @@
The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity.
</member>
<member name="editors/3d_gizmos/gizmo_colors/instantiated" type="Color" setter="" getter="">
- The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instanced scene file (from the perspective of the current scene).
+ The color override to use for 3D editor gizmos if the [Node3D] in question is part of an instantiated scene file (from the perspective of the current scene).
</member>
<member name="editors/3d_gizmos/gizmo_colors/joint" type="Color" setter="" getter="">
The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s.
@@ -405,7 +405,7 @@
If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If [code]false[/code], the left mouse button must be held down while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport.
</member>
<member name="editors/panning/sub_editors_panning_scheme" type="int" setter="" getter="">
- Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor, visual shader editor and visual script editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
+ Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, [Polygon2D] editor, tileset editor, texture region editor and visual shader editor. See also [member editors/panning/2d_editor_panning_scheme] and [member editors/panning/animation_editors_panning_scheme].
</member>
<member name="editors/panning/warped_mouse_panning" type="bool" setter="" getter="">
If [code]true[/code], warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning then mouse the mouse back constantly.
@@ -424,10 +424,10 @@
[b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is [code]true[/code].
</member>
<member name="editors/visual_editors/lines_curvature" type="float" setter="" getter="">
- The curvature to use for connection lines in the visual script and visual shader editors. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines.
+ The curvature to use for connection lines in the visual shader editor. Higher values will make connection lines appear more curved, with values above [code]0.5[/code] resulting in more "angular" turns in the middle of connection lines.
</member>
<member name="editors/visual_editors/minimap_opacity" type="float" setter="" getter="">
- The opacity of the minimap displayed in the bottom-right corner of the visual script and visual shader editors.
+ The opacity of the minimap displayed in the bottom-right corner of the visual shader editor.
</member>
<member name="editors/visual_editors/visual_shader/port_preview_size" type="int" setter="" getter="">
The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically.
@@ -457,6 +457,12 @@
If [code]true[/code], when saving a file, the editor will rename the old file to a different name, save a new file, then only remove the old file once the new file has been saved. This makes loss of data less likely to happen if the editor or operating system exits unexpectedly while saving (e.g. due to a crash or power outage).
[b]Note:[/b] On Windows, this feature can interact negatively with certain antivirus programs. In this case, you may have to set this to [code]false[/code] to prevent file locking issues.
</member>
+ <member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter="">
+ How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one.
+ - [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows.
+ - [b]Cancel First[/b] forces the ordering Cancel/OK.
+ - [b]OK First[/b] forces the ordering OK/Cancel.
+ </member>
<member name="interface/editor/automatically_open_screenshots" type="bool" setter="" getter="">
If [code]true[/code], automatically opens screenshots with the default program associated to [code].png[/code] files after a screenshot is taken using the [b]Editor &gt; Take Screenshot[/b] action.
</member>
@@ -510,7 +516,7 @@
If set to [b]Auto[/b], the font hinting mode will be set to match the current operating system in use. This means the [b]Light[/b] hinting mode will be used on Windows and Linux, and the [b]None[/b] hinting mode will be used on macOS.
</member>
<member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter="">
- The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One half of a pixel[/b] and [b]One quarter of a pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One quarter of a pixel[/b] being the highest-quality option).
+ The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One Half of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One Quarter of a Pixel[/b] being the highest-quality option).
</member>
<member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter="">
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec].
@@ -586,6 +592,9 @@
<member name="interface/theme/custom_theme" type="String" setter="" getter="">
The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format.
</member>
+ <member name="interface/theme/draw_extra_borders" type="bool" setter="" getter="">
+ If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background.
+ </member>
<member name="interface/theme/icon_and_font_color" type="int" setter="" getter="">
The icon and font color scheme to use in the editor.
- [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color].
@@ -616,8 +625,11 @@
The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host].
[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
</member>
- <member name="network/ssl/editor_ssl_certificates" type="String" setter="" getter="">
- The SSL certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
+ <member name="network/tls/editor_tls_certificates" type="String" setter="" getter="">
+ The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
+ </member>
+ <member name="project_manager/default_renderer" type="String" setter="" getter="">
+ The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".
</member>
<member name="project_manager/sorting_order" type="int" setter="" getter="">
The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings.
@@ -647,9 +659,9 @@
The monitor to display the project on when starting the project from the editor.
</member>
<member name="text_editor/appearance/caret/caret_blink" type="bool" setter="" getter="">
- If [code]true[/code], makes the caret blink according to [member text_editor/appearance/caret/caret_blink_speed]. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn.
+ If [code]true[/code], makes the caret blink according to [member text_editor/appearance/caret/caret_blink_interval]. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn.
</member>
- <member name="text_editor/appearance/caret/caret_blink_speed" type="float" setter="" getter="">
+ <member name="text_editor/appearance/caret/caret_blink_interval" type="float" setter="" getter="">
The interval at which to blink the caret (in seconds). See also [member text_editor/appearance/caret/caret_blink].
</member>
<member name="text_editor/appearance/caret/highlight_all_occurrences" type="bool" setter="" getter="">
@@ -671,19 +683,19 @@
If [code]true[/code], displays line length guidelines to help you keep line lengths in check. See also [member text_editor/appearance/guidelines/line_length_guideline_soft_column] and [member text_editor/appearance/guidelines/line_length_guideline_hard_column].
</member>
<member name="text_editor/appearance/gutters/highlight_type_safe_lines" type="bool" setter="" getter="">
- If [code]true[/code], highlights type-safe lines by displaying their line number color with [member text_editor/theme/highlighting/safe_line_number_color] instead of [member text_editor/theme/highlighting/line_number_color]. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines will run faster in Godot 4.0 and later thanks to typed instructions.
+ If [code]true[/code], highlights type-safe lines by displaying their line number color with [member text_editor/theme/highlighting/safe_line_number_color] instead of [member text_editor/theme/highlighting/line_number_color]. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines may run faster thanks to typed instructions.
</member>
<member name="text_editor/appearance/gutters/line_numbers_zero_padded" type="bool" setter="" getter="">
If [code]true[/code], displays line numbers with zero padding (e.g. [code]007[/code] instead of [code]7[/code]).
</member>
<member name="text_editor/appearance/gutters/show_bookmark_gutter" type="bool" setter="" getter="">
- If [code]true[/code], displays a gutter at the left containing icons for bookmarks.
+ If [code]true[/code], displays icons for bookmarks in a gutter at the left. Bookmarks remain functional when this setting is disabled.
</member>
<member name="text_editor/appearance/gutters/show_info_gutter" type="bool" setter="" getter="">
If [code]true[/code], displays a gutter at the left containing icons for methods with signal connections.
</member>
<member name="text_editor/appearance/gutters/show_line_numbers" type="bool" setter="" getter="">
- If [code]true[/code], displays line numbers in the gutter at the left.
+ If [code]true[/code], displays line numbers in a gutter at the left.
</member>
<member name="text_editor/appearance/lines/code_folding" type="bool" setter="" getter="">
If [code]true[/code], displays the folding arrows next to indented code sections and allows code folding. If [code]false[/code], hides the folding arrows next to indented code sections and disallows code folding.
@@ -752,7 +764,7 @@
[b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to temporarily scroll 5 times faster.
</member>
<member name="text_editor/completion/add_type_hints" type="bool" setter="" getter="">
- If [code]true[/code], adds static typing hints such as [code]-&gt; void[/code] and [code]: int[/code] when performing method definition autocompletion.
+ If [code]true[/code], adds static typing hints such as [code]-&gt; void[/code] and [code]: int[/code] when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the [kbd]Ctrl[/kbd] key.
</member>
<member name="text_editor/completion/auto_brace_complete" type="bool" setter="" getter="">
If [code]true[/code], automatically completes braces when making use of code completion.
@@ -803,7 +815,7 @@
The script editor's background color. If set to a translucent color, the editor theme's base color will be visible behind.
</member>
<member name="text_editor/theme/highlighting/base_type_color" type="Color" setter="" getter="">
- The script editor's base type color (used for types like [Vector2], [Vector3], ...).
+ The script editor's base type color (used for types like [Vector2], [Vector3], [Color], ...).
</member>
<member name="text_editor/theme/highlighting/bookmark_color" type="Color" setter="" getter="">
The script editor's bookmark icon color (displayed in the gutter).
@@ -863,10 +875,10 @@
[b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by the function definition color configured in the syntax theme for function definitions (e.g. [code]func _ready():[/code]).
</member>
<member name="text_editor/theme/highlighting/keyword_color" type="Color" setter="" getter="">
- The script editor's non-control flow keyword color (used for keywords like [code]var[/code], [code]func[/code], some built-in methods, ...).
+ The script editor's non-control flow keyword color (used for keywords like [code]var[/code], [code]func[/code], [code]extends[/code], ...).
</member>
<member name="text_editor/theme/highlighting/line_length_guideline_color" type="Color" setter="" getter="">
- The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with an opacity twice as low.
+ The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with half of its opacity.
</member>
<member name="text_editor/theme/highlighting/line_number_color" type="Color" setter="" getter="">
The script editor's color for line numbers. See also [member text_editor/theme/highlighting/safe_line_number_color].
@@ -907,7 +919,7 @@
The script editor's background color for text. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color].
</member>
<member name="text_editor/theme/highlighting/user_type_color" type="Color" setter="" getter="">
- The script editor's color for user-defined types (using [code]@class_name[/code]).
+ The script editor's color for user-defined types (using [code]class_name[/code]).
</member>
<member name="text_editor/theme/highlighting/word_highlighted_color" type="Color" setter="" getter="">
The script editor's color for words highlighted by selecting them. Only visible if [member text_editor/appearance/caret/highlight_all_occurrences] is [code]true[/code].
diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml
index 2ada211dab..de105b32e1 100644
--- a/doc/classes/EditorSpinSlider.xml
+++ b/doc/classes/EditorSpinSlider.xml
@@ -10,14 +10,20 @@
</tutorials>
<members>
<member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false">
+ If [code]true[/code], the slider will not draw background.
</member>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false">
If [code]true[/code], the slider is hidden.
</member>
<member name="label" type="String" setter="set_label" getter="get_label" default="&quot;&quot;">
+ The text that displays to the left of the value.
</member>
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
+ If [code]true[/code], the slider can't be interacted with.
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed.
</member>
diff --git a/doc/classes/EditorTranslationParserPlugin.xml b/doc/classes/EditorTranslationParserPlugin.xml
index d028996db8..df10c645ef 100644
--- a/doc/classes/EditorTranslationParserPlugin.xml
+++ b/doc/classes/EditorTranslationParserPlugin.xml
@@ -11,7 +11,7 @@
Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT.
[codeblocks]
[gdscript]
- tool
+ @tool
extends EditorTranslationParserPlugin
func _parse_file(path, msgids, msgids_context_plural):
@@ -72,7 +72,7 @@
msgidsContextPlural.Add(new Godot.Collections.Array{"Only with context", "a friendly context", ""});
[/csharp]
[/codeblocks]
- [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [File] type.
+ [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [FileAccess] type.
For example:
[codeblocks]
[gdscript]
diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml
index 1350e4487c..cd96e740e8 100644
--- a/doc/classes/EditorUndoRedoManager.xml
+++ b/doc/classes/EditorUndoRedoManager.xml
@@ -107,10 +107,25 @@
</description>
</method>
</methods>
+ <signals>
+ <signal name="history_changed">
+ <description>
+ Emitted when the list of actions in any history has changed, either when an action is committed or a history is cleared.
+ </description>
+ </signal>
+ <signal name="version_changed">
+ <description>
+ Emitted when the version of any history has changed as a result of undo or redo call.
+ </description>
+ </signal>
+ </signals>
<constants>
<constant name="GLOBAL_HISTORY" value="0" enum="SpecialHistory">
Global history not associated with any scene, but with external resources etc.
</constant>
+ <constant name="REMOTE_HISTORY" value="-9" enum="SpecialHistory">
+ History associated with remote inspector. Used when live editing a running project.
+ </constant>
<constant name="INVALID_HISTORY" value="-99" enum="SpecialHistory">
Invalid "null" history. It's a special value, not associated with any object.
</constant>
diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml
index b766978c04..85c10fefd9 100644
--- a/doc/classes/EditorVCSInterface.xml
+++ b/doc/classes/EditorVCSInterface.xml
@@ -53,7 +53,7 @@
</description>
</method>
<method name="_get_branch_list" qualifiers="virtual">
- <return type="Dictionary[]" />
+ <return type="String[]" />
<description>
Gets an instance of an [Array] of [String]s containing available branch names in the VCS.
</description>
@@ -94,7 +94,7 @@
</description>
</method>
<method name="_get_remotes" qualifiers="virtual">
- <return type="Dictionary[]" />
+ <return type="String[]" />
<description>
Returns an [Array] of [String]s, each containing the name of a remote configured in the VCS.
</description>
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 301a3e55fb..d583e07f59 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -14,12 +14,20 @@
<description>
Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]armv7[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code].
To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have [code]64[/code] in their name:
- [codeblock]
+ [codeblocks]
+ [gdscript]
if "64" in Engine.get_architecture_name():
print("Running on 64-bit CPU.")
else:
print("Running on 32-bit CPU.")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ if (Engine.GetArchitectureName().Contains("64"))
+ GD.Print("Running on 64-bit CPU.");
+ else
+ GD.Print("Running on 32-bit CPU.");
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be [code]x86_32[/code].
</description>
</method>
@@ -83,11 +91,24 @@
<description>
Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. See also [method get_process_frames].
[method get_physics_frames] can be used to run expensive logic less often without relying on a [Timer]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _physics_process(_delta):
if Engine.get_physics_frames() % 2 == 0:
pass # Run expensive logic only once every 2 physics frames here.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _PhysicsProcess(double delta)
+ {
+ base._PhysicsProcess(delta);
+
+ if (Engine.GetPhysicsFrames() % 2 == 0)
+ {
+ // Run expensive logic only once every 2 physics frames here.
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_physics_interpolation_fraction" qualifiers="const">
@@ -101,22 +122,37 @@
<description>
Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn] and [method get_physics_frames].
[method get_process_frames] can be used to run expensive logic less often without relying on a [Timer]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
func _process(_delta):
if Engine.get_process_frames() % 2 == 0:
pass # Run expensive logic only once every 2 process (render) frames here.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _Process(double delta)
+ {
+ base._Process(delta);
+
+ if (Engine.GetProcessFrames() % 2 == 0)
+ {
+ // Run expensive logic only once every 2 physics frames here.
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_script_language" qualifiers="const">
<return type="ScriptLanguage" />
<param index="0" name="index" type="int" />
<description>
+ Returns an instance of a [ScriptLanguage] with the given index.
</description>
</method>
<method name="get_script_language_count">
<return type="int" />
<description>
+ Returns the number of available script languages. Use with [method get_script_language].
</description>
</method>
<method name="get_singleton" qualifiers="const">
@@ -129,6 +165,7 @@
<method name="get_singleton_list" qualifiers="const">
<return type="PackedStringArray" />
<description>
+ Returns a list of available global singletons.
</description>
</method>
<method name="get_version_info" qualifiers="const">
@@ -182,12 +219,20 @@
<return type="bool" />
<description>
Returns [code]true[/code] if the script is currently running inside the editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:
- [codeblock]
+ [codeblocks]
+ [gdscript]
if Engine.is_editor_hint():
draw_gizmos()
else:
simulate_physics()
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ if (Engine.IsEditorHint())
+ DrawGizmos();
+ else
+ SimulatePhysics();
+ [/csharp]
+ [/codeblocks]
See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
</description>
@@ -202,6 +247,7 @@
<return type="void" />
<param index="0" name="language" type="ScriptLanguage" />
<description>
+ Registers a [ScriptLanguage] instance to be available with [code]ScriptServer[/code].
</description>
</method>
<method name="register_singleton">
@@ -209,32 +255,42 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="instance" type="Object" />
<description>
+ Registers the given object as a singleton, globally available under [param name].
</description>
</method>
<method name="unregister_singleton">
<return type="void" />
<param index="0" name="name" type="StringName" />
<description>
+ Unregisters the singleton registered under [param name]. The singleton object is not freed. Only works with user-defined singletons created with [method register_singleton].
</description>
</method>
</methods>
<members>
+ <member name="max_fps" type="int" setter="set_max_fps" getter="get_max_fps" default="0">
+ The maximum number of frames per second that can be rendered. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.
+ Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).
+ If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
+ If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
+ If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
+ See also [member physics_ticks_per_second] and [member ProjectSettings.application/run/max_fps].
+ </member>
+ <member name="max_physics_steps_per_frame" type="int" setter="set_max_physics_steps_per_frame" getter="get_max_physics_steps_per_frame" default="8">
+ Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member max_physics_steps_per_frame] if you have increased [member physics_ticks_per_second] significantly above its default value.
+ </member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
</member>
<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member target_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
- [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
+ [b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value.
</member>
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">
If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default).
[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
</member>
- <member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
- The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit. See also [member physics_ticks_per_second] and [member ProjectSettings.debug/settings/fps/force_fps].
- </member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed.
</member>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 695f2cbc66..33b6a786ae 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -86,7 +86,7 @@
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01">
- The exponential fog density to use. Higher values result in a more dense fog.
+ The [i]exponential[/i] fog density to use. Higher values result in a more dense fog. Fog rendering is exponential as in real life.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled.
@@ -292,13 +292,16 @@
The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
</member>
<member name="volumetric_fog_ambient_inject" type="float" setter="set_volumetric_fog_ambient_inject" getter="get_volumetric_fog_ambient_inject" default="0.0">
- Scales the strength of ambient light used in the volumetric fog. A value of [code]0[/code] means that ambient light will not impact the volumetric fog.
+ Scales the strength of ambient light used in the volumetric fog. A value of [code]0.0[/code] means that ambient light will not impact the volumetric fog. [member volumetric_fog_ambient_inject] has a small performance cost when set above [code]0.0[/code].
+ [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color.
</member>
<member name="volumetric_fog_anisotropy" type="float" setter="set_volumetric_fog_anisotropy" getter="get_volumetric_fog_anisotropy" default="0.2">
- The direction of scattered light as it goes through the volumetric fog. A value close [code]1[/code] means almost all light is scattered forward. A value close to [code]0[/code] means light is scattered equally in all directions. A value close to [code]-1[/code] means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions.
+ The direction of scattered light as it goes through the volumetric fog. A value close to [code]1.0[/code] means almost all light is scattered forward. A value close to [code]0.0[/code] means light is scattered equally in all directions. A value close to [code]-1.0[/code] means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions.
</member>
<member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.05">
- The base density of the volumetric fog. Set this to the lowest density you want to have globally.
+ The base [i]exponential[/i] density of the volumetric fog. Set this to the lowest density you want to have globally. [FogVolume]s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.
+ A value of [code]0.0[/code] disables global volumetric fog while allowing [FogVolume]s to display volumetric fog in specific areas.
+ To make volumetric fog work as a volumetric [i]lighting[/i] solution, set [member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to values between [code]10000[/code] and [code]100000[/code] to compensate for the very low density.
</member>
<member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0">
The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera.
@@ -311,22 +314,25 @@
</member>
<member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false">
Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.
+ [b]Note:[/b] Volumetric fog is only available in the forward plus renderer. It is not available in the mobile renderer or the compatibility renderer.
</member>
<member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0">
- Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog.
+ Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small performance cost when set above [code]0.0[/code].
+ [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color.
[b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using [member volumetric_fog_gi_inject]. Global illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member ssil_enabled]) will be ignored by volumetric fog.
</member>
<member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0">
- The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible.
+ The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. See also [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth].
</member>
<member name="volumetric_fog_sky_affect" type="float" setter="set_volumetric_fog_sky_affect" getter="get_volumetric_fog_sky_affect" default="1.0">
The factor to use when affecting the sky with volumetric fog. [code]1.0[/code] means that volumetric fog can fully obscure the sky. Lower values reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all.
+ [b]Note:[/b] [member volumetric_fog_sky_affect] also affects [FogVolume]s, even if [member volumetric_fog_density] is [code]0.0[/code]. If you notice [FogVolume]s are disappearing when looking towards the sky, set [member volumetric_fog_sky_affect] to [code]1.0[/code].
</member>
<member name="volumetric_fog_temporal_reprojection_amount" type="float" setter="set_volumetric_fog_temporal_reprojection_amount" getter="get_volumetric_fog_temporal_reprojection_amount" default="0.9">
The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible.
</member>
<member name="volumetric_fog_temporal_reprojection_enabled" type="bool" setter="set_volumetric_fog_temporal_reprojection_enabled" getter="is_volumetric_fog_temporal_reprojection_enabled" default="true">
- Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal, however it does lead to moving [FogVolume]s and [Light3D]s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving [FogVolume]s or [Light3D]s too fast.
+ Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal; however, it leads to moving [FogVolume]s and [Light3D]s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving [FogVolume]s or [Light3D]s too fast. Short-lived dynamic lighting effects should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/code] to avoid ghosting.
</member>
</members>
<constants>
diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml
index 3a397f56a9..4670e0c382 100644
--- a/doc/classes/Expression.xml
+++ b/doc/classes/Expression.xml
@@ -12,7 +12,7 @@
var expression = Expression.new()
func _ready():
- $LineEdit.connect("text_submitted", self, "_on_text_submitted")
+ $LineEdit.text_submitted.connect(self._on_text_submitted)
func _on_text_submitted(command):
var error = expression.parse(command)
@@ -28,7 +28,7 @@
public override void _Ready()
{
- GetNode("LineEdit").Connect("text_submitted", this, nameof(OnTextEntered));
+ GetNode("LineEdit").TextSubmitted += OnTextEntered;
}
private void OnTextEntered(string command)
diff --git a/doc/classes/File.xml b/doc/classes/FileAccess.xml
index 76c6a4871c..be0c8fd6ca 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/FileAccess.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="File" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="FileAccess" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Type to handle file reading and writing operations.
</brief_description>
@@ -9,39 +9,42 @@
[codeblocks]
[gdscript]
func save(content):
- var file = File.new()
- file.open("user://save_game.dat", File.WRITE)
+ var file = FileAccess.open("user://save_game.dat", FileAccess.WRITE)
file.store_string(content)
- file.close()
func load():
- var file = File.new()
- file.open("user://save_game.dat", File.READ)
+ var file = FileAccess.open("user://save_game.dat", FileAccess.READ)
var content = file.get_as_text()
- file.close()
return content
[/gdscript]
[csharp]
public void Save(string content)
{
- var file = new File();
- file.Open("user://save_game.dat", File.ModeFlags.Write);
+ using var file = FileAccess.Open("user://save_game.dat", FileAccess.ModeFlags.Write);
file.StoreString(content);
- file.Close();
}
public string Load()
{
- var file = new File();
- file.Open("user://save_game.dat", File.ModeFlags.Read);
+ using var file = FileAccess.Open("user://save_game.dat", FileAccess.ModeFlags.Read);
string content = file.GetAsText();
- file.Close();
return content;
}
[/csharp]
[/codeblocks]
In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation.
- [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
+ There is no method to close a file in order to free it from use. Instead, [FileAccess] will close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly.
+ [codeblocks]
+ [gdscript]
+ var file = FileAccess.open("res://something") # File is opened and locked for use.
+ file = null # File is closed.
+ [/gdscript]
+ [csharp]
+ using var file = FileAccess.Open("res://something"); // File is opened and locked for use.
+ // The using statement calls Dispose when going out of scope.
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [FileAccess] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
</description>
<tutorials>
@@ -49,12 +52,6 @@
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>
- <method name="close">
- <return type="void" />
- <description>
- Closes the currently opened file and prevents subsequent read/write operations. Use [method flush] to persist the data to disk without closing the file.
- </description>
- </method>
<method name="eof_reached" qualifiers="const">
<return type="bool" />
<description>
@@ -80,12 +77,13 @@
<description>
Returns [code]true[/code] if the file exists in the given path.
[b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See [method ResourceLoader.exists] for an alternative approach that takes resource remapping into account.
+ For a non-static, relative equivalent, use [method DirAccess.file_exists].
</description>
</method>
<method name="flush">
<return type="void" />
<description>
- Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call [method flush] manually before closing a file using [method close]. Still, calling [method flush] can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.
+ Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call [method flush] manually before closing a file. Still, calling [method flush] can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.
[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
</description>
</method>
@@ -155,6 +153,20 @@
Returns the last error that happened when trying to perform operations. Compare with the [code]ERR_FILE_*[/code] constants from [enum Error].
</description>
</method>
+ <method name="get_file_as_bytes" qualifiers="static">
+ <return type="PackedByteArray" />
+ <param index="0" name="path" type="String" />
+ <description>
+ Returns the whole [param path] file contents as a [PackedByteArray] without any decoding.
+ </description>
+ </method>
+ <method name="get_file_as_string" qualifiers="static">
+ <return type="String" />
+ <param index="0" name="path" type="String" />
+ <description>
+ Returns the whole [param path] file contents as a [String]. Text is interpreted as being UTF-8 encoded.
+ </description>
+ </method>
<method name="get_float" qualifiers="const">
<return type="float" />
<description>
@@ -174,20 +186,26 @@
Text is interpreted as being UTF-8 encoded.
</description>
</method>
- <method name="get_md5" qualifiers="const">
+ <method name="get_md5" qualifiers="static">
<return type="String" />
<param index="0" name="path" type="String" />
<description>
Returns an MD5 String representing the file at the given path or an empty [String] on failure.
</description>
</method>
- <method name="get_modified_time" qualifiers="const">
+ <method name="get_modified_time" qualifiers="static">
<return type="int" />
<param index="0" name="file" type="String" />
<description>
Returns the last time the [param file] was modified in Unix timestamp format or returns a [String] "ERROR IN [code]file[/code]". This Unix timestamp can be converted to another format using the [Time] singleton.
</description>
</method>
+ <method name="get_open_error" qualifiers="static">
+ <return type="int" enum="Error" />
+ <description>
+ Returns the result of the last [method open] call in the current thread.
+ </description>
+ </method>
<method name="get_pascal_string">
<return type="String" />
<description>
@@ -219,7 +237,7 @@
Returns the next bits from the file as a floating-point number.
</description>
</method>
- <method name="get_sha256" qualifiers="const">
+ <method name="get_sha256" qualifiers="static">
<return type="String" />
<param index="0" name="path" type="String" />
<description>
@@ -240,41 +258,45 @@
Returns [code]true[/code] if the file is currently opened.
</description>
</method>
- <method name="open">
- <return type="int" enum="Error" />
+ <method name="open" qualifiers="static">
+ <return type="FileAccess" />
<param index="0" name="path" type="String" />
- <param index="1" name="flags" type="int" enum="File.ModeFlags" />
+ <param index="1" name="flags" type="int" enum="FileAccess.ModeFlags" />
<description>
- Opens the file for writing or reading, depending on the flags.
+ Creates a new [FileAccess] object and opens the file for writing or reading, depending on the flags.
+ Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
- <method name="open_compressed">
- <return type="int" enum="Error" />
+ <method name="open_compressed" qualifiers="static">
+ <return type="FileAccess" />
<param index="0" name="path" type="String" />
- <param index="1" name="mode_flags" type="int" enum="File.ModeFlags" />
- <param index="2" name="compression_mode" type="int" enum="File.CompressionMode" default="0" />
+ <param index="1" name="mode_flags" type="int" enum="FileAccess.ModeFlags" />
+ <param index="2" name="compression_mode" type="int" enum="FileAccess.CompressionMode" default="0" />
<description>
- Opens a compressed file for reading or writing.
+ Creates a new [FileAccess] object and opens a compressed file for reading or writing.
[b]Note:[/b] [method open_compressed] can only read files that were saved by Godot, not third-party compression formats. See [url=https://github.com/godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.
+ Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
- <method name="open_encrypted">
- <return type="int" enum="Error" />
+ <method name="open_encrypted" qualifiers="static">
+ <return type="FileAccess" />
<param index="0" name="path" type="String" />
- <param index="1" name="mode_flags" type="int" enum="File.ModeFlags" />
+ <param index="1" name="mode_flags" type="int" enum="FileAccess.ModeFlags" />
<param index="2" name="key" type="PackedByteArray" />
<description>
- Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.
+ Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.
[b]Note:[/b] The provided key must be 32 bytes long.
+ Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
- <method name="open_encrypted_with_pass">
- <return type="int" enum="Error" />
+ <method name="open_encrypted_with_pass" qualifiers="static">
+ <return type="FileAccess" />
<param index="0" name="path" type="String" />
- <param index="1" name="mode_flags" type="int" enum="File.ModeFlags" />
+ <param index="1" name="mode_flags" type="int" enum="FileAccess.ModeFlags" />
<param index="2" name="pass" type="String" />
<description>
- Opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
+ Creates a new [FileAccess] object and opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
+ Returns [code]null[/code] if opening the file failed. You can use [method get_open_error] to check the error that occurred.
</description>
</method>
<method name="seek">
@@ -308,8 +330,7 @@
return (unsigned + MAX_15B) % MAX_16B - MAX_15B
func _ready():
- var f = File.new()
- f.open("user://file.dat", File.WRITE_READ)
+ var f = FileAccess.open("user://file.dat", FileAccess.WRITE_READ)
f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).
f.store_16(121) # In bounds, will store 121.
f.seek(0) # Go back to start to read the stored value.
@@ -321,8 +342,7 @@
[csharp]
public override void _Ready()
{
- var f = new File();
- f.Open("user://file.dat", File.ModeFlags.WriteRead);
+ using var f = FileAccess.Open("user://file.dat", FileAccess.ModeFlags.WriteRead);
f.Store16(unchecked((ushort)-42)); // This wraps around and stores 65494 (2^16 - 42).
f.Store16(121); // In bounds, will store 121.
f.Seek(0); // Go back to start to read the stored value.
@@ -432,7 +452,7 @@
</method>
</methods>
<members>
- <member name="big_endian" type="bool" setter="set_big_endian" getter="is_big_endian" default="false">
+ <member name="big_endian" type="bool" setter="set_big_endian" getter="is_big_endian">
If [code]true[/code], the file is read with big-endian [url=https://en.wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the file is read with little-endian endianness. If in doubt, leave this to [code]false[/code] as most files are written with little-endian endianness.
[b]Note:[/b] [member big_endian] is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written.
[b]Note:[/b] This is always reset to [code]false[/code] whenever you open the file. Therefore, you must set [member big_endian] [i]after[/i] opening the file, not before.
diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml
index 43a941c8c8..af04956e61 100644
--- a/doc/classes/FileDialog.xml
+++ b/doc/classes/FileDialog.xml
@@ -131,13 +131,13 @@
</constant>
</constants>
<theme_items>
- <theme_item name="file_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
- The color modulation applied to the file icon.
- </theme_item>
- <theme_item name="files_disabled" data_type="color" type="Color" default="Color(1, 1, 1, 0.25)">
+ <theme_item name="file_disabled_color" data_type="color" type="Color" default="Color(1, 1, 1, 0.25)">
The color tint for disabled files (when the [FileDialog] is used in open folder mode).
</theme_item>
- <theme_item name="folder_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
+ <theme_item name="file_icon_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
+ The color modulation applied to the file icon.
+ </theme_item>
+ <theme_item name="folder_icon_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
The color modulation applied to the folder icon.
</theme_item>
<theme_item name="back_folder" data_type="icon" type="Texture2D">
diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml
index 22048c6761..00f5c7ddff 100644
--- a/doc/classes/FileSystemDock.xml
+++ b/doc/classes/FileSystemDock.xml
@@ -32,7 +32,7 @@
</signal>
<signal name="folder_moved">
<param index="0" name="old_folder" type="String" />
- <param index="1" name="new_file" type="String" />
+ <param index="1" name="new_folder" type="String" />
<description>
</description>
</signal>
@@ -46,7 +46,7 @@
<description>
</description>
</signal>
- <signal name="instance">
+ <signal name="instantiate">
<param index="0" name="files" type="PackedStringArray" />
<description>
</description>
diff --git a/doc/classes/FlowContainer.xml b/doc/classes/FlowContainer.xml
index d449049ef1..7a324160c9 100644
--- a/doc/classes/FlowContainer.xml
+++ b/doc/classes/FlowContainer.xml
@@ -18,11 +18,25 @@
</method>
</methods>
<members>
+ <member name="alignment" type="int" setter="set_alignment" getter="get_alignment" enum="FlowContainer.AlignmentMode" default="0">
+ The alignment of the container's children (must be one of [constant ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END]).
+ </member>
<member name="vertical" type="bool" setter="set_vertical" getter="is_vertical" default="false">
If [code]true[/code], the [FlowContainer] will arrange its children vertically, rather than horizontally.
Can't be changed when using [HFlowContainer] and [VFlowContainer].
</member>
</members>
+ <constants>
+ <constant name="ALIGNMENT_BEGIN" value="0" enum="AlignmentMode">
+ The child controls will be arranged at the beginning of the container, i.e. top if orientation is vertical, left if orientation is horizontal (right for RTL layout).
+ </constant>
+ <constant name="ALIGNMENT_CENTER" value="1" enum="AlignmentMode">
+ The child controls will be centered in the container.
+ </constant>
+ <constant name="ALIGNMENT_END" value="2" enum="AlignmentMode">
+ The child controls will be arranged at the end of the container, i.e. bottom if orientation is vertical, right if orientation is horizontal (left for RTL layout).
+ </constant>
+ </constants>
<theme_items>
<theme_item name="h_separation" data_type="constant" type="int" default="4">
The horizontal separation of children nodes.
diff --git a/doc/classes/FogMaterial.xml b/doc/classes/FogMaterial.xml
index e63d4ddf3e..aab6be4212 100644
--- a/doc/classes/FogMaterial.xml
+++ b/doc/classes/FogMaterial.xml
@@ -5,27 +5,29 @@
</brief_description>
<description>
A [Material] resource that can be used by [FogVolume]s to draw volumetric effects.
+ If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
</description>
<tutorials>
</tutorials>
<members>
<member name="albedo" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
- Sets the single-scattering [Color] of the [FogVolume]. Internally [member albedo] is converted into single-scattering which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo].
+ The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] is converted into single-scattering, which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo].
</member>
<member name="density" type="float" setter="set_density" getter="get_density" default="1.0">
- Sets the density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes.
+ The density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other [FogVolume]s or global volumetric fog.
+ [b]Note:[/b] Due to limited precision, [member density] values between [code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/code]. This does not apply to [member Environment.volumetric_fog_density].
</member>
<member name="density_texture" type="Texture3D" setter="set_density_texture" getter="get_density_texture">
- Sets a 3D texture that is used to scale the [member density] of the [FogVolume].
+ The 3D texture that is used to scale the [member density] of the [FogVolume]. This can be used to vary fog density within the [FogVolume] with any kind of static pattern. For animated effects, consider using a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
</member>
<member name="edge_fade" type="float" setter="set_edge_fade" getter="get_edge_fade" default="0.1">
- Sets the hardness of the edges of the [FogVolume]. A higher number will result in softer edges while a lower number will result in harder edges.
+ The hardness of the edges of the [FogVolume]. A higher value will result in softer edges, while a lower value will result in harder edges.
</member>
<member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color(0, 0, 0, 1)">
- Sets the [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources.
+ The [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources.
</member>
<member name="height_falloff" type="float" setter="set_height_falloff" getter="get_height_falloff" default="0.0">
- Sets the rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume].
+ The rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0.0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume].
</member>
</members>
</class>
diff --git a/doc/classes/FogVolume.xml b/doc/classes/FogVolume.xml
index 3f2ee3035c..d9fa2e6ebb 100644
--- a/doc/classes/FogVolume.xml
+++ b/doc/classes/FogVolume.xml
@@ -4,22 +4,23 @@
A node used to add local fog with the volumetric fog effect.
</brief_description>
<description>
- [FogVolume]s are used to add localized fog into the global volumetric fog effect.
+ [FogVolume]s are used to add localized fog into the global volumetric fog effect. [FogVolume]s can also remove volumetric fog from specific areas if using a [FogMaterial] with a negative [member FogMaterial.density].
Performance of [FogVolume]s is directly related to their relative size on the screen and the complexity of their attached [FogMaterial]. It is best to keep [FogVolume]s relatively small and simple where possible.
+ [b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be globally visible (but only within [FogVolume] nodes), set [member Environment.volumetric_fog_density] to [code]0.0[/code].
</description>
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
- Sets the size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
+ The size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
[b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or rotates. This can be alleviated by increasing [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or by decreasing [member Environment.volumetric_fog_length] (at no performance cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can be made thicker and use a lower density in the [member material].
[b]Note:[/b] If [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within the extents. Non-uniform scaling of cone/cylinder shapes via the [member extents] property is not supported, but you can scale the [FogVolume] node instead.
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
- Sets the [Material] to be used by the [FogVolume]. Can be either a [FogMaterial] or a custom [ShaderMaterial].
+ The [Material] used by the [FogVolume]. Can be either a built-in [FogMaterial] or a custom [ShaderMaterial].
</member>
<member name="shape" type="int" setter="set_shape" getter="get_shape" enum="RenderingServer.FogVolumeShape" default="3">
- Sets the shape of the [FogVolume] to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
+ The shape of the [FogVolume]. This can be set to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
</member>
</members>
</class>
diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml
index ad3a16afbb..761e75339a 100644
--- a/doc/classes/Font.xml
+++ b/doc/classes/Font.xml
@@ -161,6 +161,12 @@
Returns font family name.
</description>
</method>
+ <method name="get_font_stretch" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
+ </description>
+ </method>
<method name="get_font_style" qualifiers="const">
<return type="int" enum="TextServer.FontStyle" />
<description>
@@ -173,6 +179,12 @@
Returns font style name.
</description>
</method>
+ <method name="get_font_weight" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
+ </description>
+ </method>
<method name="get_height" qualifiers="const">
<return type="float" />
<param index="0" name="font_size" type="int" default="16" />
@@ -228,9 +240,15 @@
<description>
Returns the size of a bounding box of a single-line string, taking kerning and advance into account. See also [method get_multiline_string_size] and [method draw_string].
For example, to get the string size as displayed by a single-line Label, use:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var string_size = $Label.get_theme_font("font").get_string_size($Label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label.get_theme_font_size("font_size"))
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Label label = GetNode&lt;Label&gt;("Label");
+ Vector2 stringSize = label.GetThemeFont("font").GetStringSize(label.Text, HorizontalAlignment.Left, -1, label.GetThemeFontSize("font_size"));
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by [method get_height].
</description>
</method>
diff --git a/doc/classes/FontFile.xml b/doc/classes/FontFile.xml
index df378d9d2f..69a7627774 100644
--- a/doc/classes/FontFile.xml
+++ b/doc/classes/FontFile.xml
@@ -14,7 +14,6 @@
[b]Note:[/b] A character is a symbol that represents an item (letter, digit etc.) in an abstract way.
[b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source.
[b]Note:[/b] If a none of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code.
-
[codeblocks]
[gdscript]
var f = load("res://BarlowCondensed-Bold.ttf")
@@ -262,7 +261,7 @@
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<description>
- Returns a copy of the array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
+ Returns a copy of the array containing glyph packing data.
</description>
</method>
<method name="get_transform" qualifiers="const">
@@ -522,7 +521,7 @@
<param index="2" name="texture_index" type="int" />
<param index="3" name="offset" type="PackedInt32Array" />
<description>
- Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty (for the fonts without dynamic glyph generation support).
+ Sets array containing glyph packing data.
</description>
</method>
<method name="set_transform">
@@ -543,6 +542,9 @@
</method>
</methods>
<members>
+ <member name="allow_system_fallback" type="bool" setter="set_allow_system_fallback" getter="is_allow_system_fallback" default="true">
+ If set to [code]true[/code], system fonts can be automatically used as fallbacks.
+ </member>
<member name="antialiasing" type="int" setter="set_antialiasing" getter="get_antialiasing" enum="TextServer.FontAntialiasing" default="1">
Font anti-aliasing mode.
</member>
@@ -558,11 +560,17 @@
<member name="font_name" type="String" setter="set_font_name" getter="get_font_name" default="&quot;&quot;">
Font family name.
</member>
+ <member name="font_stretch" type="int" setter="set_font_stretch" getter="get_font_stretch" default="100">
+ Font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
+ </member>
<member name="font_style" type="int" setter="set_font_style" getter="get_font_style" enum="TextServer.FontStyle" default="0">
Font style flags, see [enum TextServer.FontStyle].
</member>
+ <member name="font_weight" type="int" setter="set_font_weight" getter="get_font_weight" default="400">
+ Weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
+ </member>
<member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false">
- If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
+ If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only (MSDF fonts don't support hinting).
</member>
<member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="get_generate_mipmaps" default="false">
If set to [code]true[/code], generate mipmaps for the font textures.
@@ -571,25 +579,27 @@
Font hinting mode. Used by dynamic fonts only.
</member>
<member name="msdf_pixel_range" type="int" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="16">
- The width of the range around the shape between the minimum and maximum representable signed distance.
+ The width of the range around the shape between the minimum and maximum representable signed distance. If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline. The default [member msdf_pixel_range] value of [code]16[/code] allows outline sizes up to [code]8[/code] to look correct.
</member>
<member name="msdf_size" type="int" setter="set_msdf_size" getter="get_msdf_size" default="48">
- Source font size used to generate MSDF textures.
+ Source font size used to generate MSDF textures. Higher values allow for more precision, but are slower to render and require more memory. Only increase this value if you notice a visible lack of precision in glyph rendering.
</member>
<member name="multichannel_signed_distance_field" type="bool" setter="set_multichannel_signed_distance_field" getter="is_multichannel_signed_distance_field" default="false">
- If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
+ If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field (MSDF) generated from the dynamic font vector data. Since this approach does not rely on rasterizing the font every time its size changes, this allows for resizing the font in real-time without any performance penalty. Text will also not look grainy for [Control]s that are scaled down (or for [Label3D]s viewed from a long distance). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.
+ [b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set to at least [i]twice[/i] the size of the largest font outline.
+ [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.
</member>
<member name="opentype_feature_overrides" type="Dictionary" setter="set_opentype_feature_overrides" getter="get_opentype_feature_overrides" default="{}">
Font OpenType feature set override.
</member>
<member name="oversampling" type="float" setter="set_oversampling" getter="get_oversampling" default="0.0">
- Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
+ Font oversampling factor. If set to [code]0.0[/code], the global oversampling factor is used instead. Used by dynamic fonts only (MSDF fonts ignore oversampling).
</member>
<member name="style_name" type="String" setter="set_font_style_name" getter="get_font_style_name" default="&quot;&quot;">
Font style name.
</member>
<member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1">
- Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
+ Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of higher memory usage and lower font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
</member>
</members>
</class>
diff --git a/doc/classes/FontVariation.xml b/doc/classes/FontVariation.xml
index 6aa381c2de..e0fad126b9 100644
--- a/doc/classes/FontVariation.xml
+++ b/doc/classes/FontVariation.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
OpenType variations, simulated bold / slant, and additional font settings like OpenType features and extra spacing.
-
To use simulated bold font variant:
[codeblocks]
[gdscript]
diff --git a/doc/classes/NativeExtension.xml b/doc/classes/GDExtension.xml
index 50f976ca6f..9791290bd9 100644
--- a/doc/classes/NativeExtension.xml
+++ b/doc/classes/GDExtension.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NativeExtension" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="GDExtension" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
@@ -13,13 +13,13 @@
</description>
</method>
<method name="get_minimum_library_initialization_level" qualifiers="const">
- <return type="int" enum="NativeExtension.InitializationLevel" />
+ <return type="int" enum="GDExtension.InitializationLevel" />
<description>
</description>
</method>
<method name="initialize_library">
<return type="void" />
- <param index="0" name="level" type="int" enum="NativeExtension.InitializationLevel" />
+ <param index="0" name="level" type="int" enum="GDExtension.InitializationLevel" />
<description>
</description>
</method>
diff --git a/doc/classes/NativeExtensionManager.xml b/doc/classes/GDExtensionManager.xml
index 7d6eefa94f..f682d800c6 100644
--- a/doc/classes/NativeExtensionManager.xml
+++ b/doc/classes/GDExtensionManager.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NativeExtensionManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="GDExtensionManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
@@ -8,7 +8,7 @@
</tutorials>
<methods>
<method name="get_extension">
- <return type="NativeExtension" />
+ <return type="GDExtension" />
<param index="0" name="path" type="String" />
<description>
</description>
@@ -25,19 +25,19 @@
</description>
</method>
<method name="load_extension">
- <return type="int" enum="NativeExtensionManager.LoadStatus" />
+ <return type="int" enum="GDExtensionManager.LoadStatus" />
<param index="0" name="path" type="String" />
<description>
</description>
</method>
<method name="reload_extension">
- <return type="int" enum="NativeExtensionManager.LoadStatus" />
+ <return type="int" enum="GDExtensionManager.LoadStatus" />
<param index="0" name="path" type="String" />
<description>
</description>
</method>
<method name="unload_extension">
- <return type="int" enum="NativeExtensionManager.LoadStatus" />
+ <return type="int" enum="GDExtensionManager.LoadStatus" />
<param index="0" name="path" type="String" />
<description>
</description>
diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml
index f41e34c43a..c7d10078e8 100644
--- a/doc/classes/GPUParticles2D.xml
+++ b/doc/classes/GPUParticles2D.xml
@@ -9,7 +9,8 @@
</description>
<tutorials>
<link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
- <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
+ <link title="2D Particles Demo">https://godotengine.org/asset-library/asset/118</link>
+ <link title="2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
<method name="capture_rect" qualifiers="const">
@@ -52,7 +53,7 @@
How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
- The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
+ The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
@@ -88,12 +89,17 @@
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system.
+ [b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_section_subdivisions" type="int" setter="set_trail_section_subdivisions" getter="get_trail_section_subdivisions" default="4">
+ The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="trail_sections" type="int" setter="set_trail_sections" getter="get_trail_sections" default="8">
+ The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2(-100, -100, 200, 200)">
The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index e7b436010e..ea53c5b4b5 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -84,7 +84,7 @@
Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
- The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
+ The particle system's frame rate is fixed to a value. For example, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
@@ -116,8 +116,12 @@
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
</member>
<member name="trail_enabled" type="bool" setter="set_trail_enabled" getter="is_trail_enabled" default="false">
+ If [code]true[/code], enables particle trails using a mesh skinning system. Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].
+ [b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled on the particle mesh's material. Otherwise, setting [member trail_enabled] to [code]true[/code] will have no effect.
+ [b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s properties.
</member>
- <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ <member name="trail_lifetime" type="float" setter="set_trail_lifetime" getter="get_trail_lifetime" default="0.3">
+ The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
</member>
<member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
</member>
diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml
index 392ca2cabb..0142018f1a 100644
--- a/doc/classes/Geometry2D.xml
+++ b/doc/classes/Geometry2D.xml
@@ -33,6 +33,13 @@
Given an array of [Vector2]s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.
</description>
</method>
+ <method name="decompose_polygon_in_convex">
+ <return type="PackedVector2Array[]" />
+ <param index="0" name="polygon" type="PackedVector2Array" />
+ <description>
+ Decomposes the [param polygon] into multiple convex hulls and returns an array of [PackedVector2Array].
+ </description>
+ </method>
<method name="exclude_polygons">
<return type="PackedVector2Array[]" />
<param index="0" name="polygon_a" type="PackedVector2Array" />
@@ -126,7 +133,7 @@
<return type="Dictionary" />
<param index="0" name="sizes" type="PackedVector2Array" />
<description>
- Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is an array of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2].
+ Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a [PackedVector2Array] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2i].
</description>
</method>
<method name="merge_polygons">
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 4d8ab91718..1ae4718536 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -13,13 +13,7 @@
<return type="Variant" />
<param index="0" name="name" type="StringName" />
<description>
- </description>
- </method>
- <method name="set_custom_aabb">
- <return type="void" />
- <param index="0" name="aabb" type="AABB" />
- <description>
- Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero.
+ Get the value of a shader parameter as set on this instance.
</description>
</method>
<method name="set_instance_shader_parameter">
@@ -27,26 +21,33 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
+ Set the value of a shader parameter for this instance only.
</description>
</method>
</methods>
<members>
- <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting">
+ <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1">
The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
</member>
- <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin">
+ <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive [AABB] recalculation that happens when a skeleton is used with a [MeshInstance3D] or to have fine control over the [MeshInstance3D]'s bounding box. To remove this, set value to an [AABB] with all fields set to zero.
+ </member>
+ <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
</member>
- <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale">
+ <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0">
The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
</member>
- <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode">
+ <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="1">
The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
- <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling">
+ <member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
+ If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
</member>
- <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias">
+ <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
+ Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
+ Useful for testing level of detail transitions in the editor.
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
The material overlay for the whole geometry.
@@ -56,26 +57,26 @@
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
</member>
- <member name="transparency" type="float" setter="set_transparency" getter="get_transparency">
+ <member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0">
The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
</member>
- <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin">
+ <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0">
Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
- <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin">
+ <member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin" default="0.0">
Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
- <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end">
+ <member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end" default="0.0">
Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
- <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin">
+ <member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin" default="0.0">
Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
- <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode">
+ <member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode" default="0">
Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values.
</member>
</members>
diff --git a/doc/classes/GradientTexture1D.xml b/doc/classes/GradientTexture1D.xml
index 3254754ac1..fa572eeed0 100644
--- a/doc/classes/GradientTexture1D.xml
+++ b/doc/classes/GradientTexture1D.xml
@@ -12,6 +12,7 @@
<member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient">
The [Gradient] that will be used to fill the texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml
index 7561f1b947..87d86e7a59 100644
--- a/doc/classes/GradientTexture2D.xml
+++ b/doc/classes/GradientTexture2D.xml
@@ -27,6 +27,7 @@
<member name="repeat" type="int" setter="set_repeat" getter="get_repeat" enum="GradientTexture2D.Repeat" default="0">
The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index dc093acdcd..ea4e4b53ba 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -1,37 +1,38 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GraphEdit" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- GraphEdit is an area capable of showing various GraphNodes. It manages connection events between them.
+ GraphEdit is a control responsible for displaying and manipulating graph-like data using [GraphNode]s. It provides access to creation, removal, connection, and disconnection of nodes.
</brief_description>
<description>
- GraphEdit manages the showing of GraphNodes it contains, as well as connections and disconnections between them. Signals are sent for each of these two events. Disconnection between GraphNode slots is disabled by default.
- It is greatly advised to enable low-processor usage mode (see [member OS.low_processor_usage_mode]) when using GraphEdits.
+ GraphEdit provides tools for creation, manipulation, and display of various graphs. Its main purpose in the engine is to power the visual programming systems, such as visual shaders, but it is also available for use in user projects.
+ GraphEdit by itself is only an empty container, representing an infinite grid where [GraphNode]s can be placed. Each [GraphNode] represent a node in the graph, a single unit of data in the connected scheme. GraphEdit, in turn, helps to control various interactions with nodes and between nodes. When the user attempts to connect, disconnect, or close a [GraphNode], a signal is emitted in the GraphEdit, but no action is taken by default. It is the responsibility of the programmer utilizing this control to implement the necessary logic to determine how each request should be handled.
+ [b]Performance:[/b] It is greatly advised to enable low-processor usage mode (see [member OS.low_processor_usage_mode]) when using GraphEdits.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_get_connection_line" qualifiers="virtual const">
<return type="PackedVector2Array" />
- <param index="0" name="from" type="Vector2" />
- <param index="1" name="to" type="Vector2" />
+ <param index="0" name="from_position" type="Vector2" />
+ <param index="1" name="to_position" type="Vector2" />
<description>
Virtual method which can be overridden to customize how connections are drawn.
</description>
</method>
<method name="_is_in_input_hotzone" qualifiers="virtual">
<return type="bool" />
- <param index="0" name="graph_node" type="Object" />
- <param index="1" name="slot_index" type="int" />
+ <param index="0" name="in_node" type="Object" />
+ <param index="1" name="in_port" type="int" />
<param index="2" name="mouse_position" type="Vector2" />
<description>
Returns whether the [param mouse_position] is in the input hot zone.
- By default, a hot zone is a [Rect2] positioned such that its center is at [param graph_node].[method GraphNode.get_connection_input_position]([param slot_index]) (For output's case, call [method GraphNode.get_connection_output_position] instead). The hot zone's width is twice the Theme Property [code]port_grab_distance_horizontal[/code], and its height is twice the [code]port_grab_distance_vertical[/code].
+ By default, a hot zone is a [Rect2] positioned such that its center is at [param in_node].[method GraphNode.get_connection_input_position]([param in_port]) (For output's case, call [method GraphNode.get_connection_output_position] instead). The hot zone's width is twice the Theme Property [code]port_grab_distance_horizontal[/code], and its height is twice the [code]port_grab_distance_vertical[/code].
Below is a sample code to help get started:
[codeblock]
- func _is_in_input_hotzone(graph_node, slot_index, mouse_position):
- var slot_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
- var slot_pos : Vector2 = graph_node.get_position() + graph_node.get_connection_input_position(slot_index) - slot_size / 2
- var rect = Rect2(slot_pos, slot_size)
+ func _is_in_input_hotzone(in_node, in_port, mouse_position):
+ var port_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
+ var port_pos : Vector2 = in_node.get_position() + in_node.get_connection_input_position(in_port) - port_size / 2
+ var rect = Rect2(port_pos, port_size)
return rect.has_point(mouse_position)
[/codeblock]
@@ -39,17 +40,17 @@
</method>
<method name="_is_in_output_hotzone" qualifiers="virtual">
<return type="bool" />
- <param index="0" name="graph_node" type="Object" />
- <param index="1" name="slot_index" type="int" />
+ <param index="0" name="in_node" type="Object" />
+ <param index="1" name="in_port" type="int" />
<param index="2" name="mouse_position" type="Vector2" />
<description>
Returns whether the [param mouse_position] is in the output hot zone. For more information on hot zones, see [method _is_in_input_hotzone].
Below is a sample code to help get started:
[codeblock]
- func _is_in_output_hotzone(graph_node, slot_index, mouse_position):
- var slot_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
- var slot_pos : Vector2 = graph_node.get_position() + graph_node.get_connection_output_position(slot_index) - slot_size / 2
- var rect = Rect2(slot_pos, slot_size)
+ func _is_in_output_hotzone(in_node, in_port, mouse_position):
+ var port_size : Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
+ var port_pos : Vector2 = in_node.get_position() + in_node.get_connection_output_position(in_port) - port_size / 2
+ var rect = Rect2(port_pos, port_size)
return rect.has_point(mouse_position)
[/codeblock]
@@ -57,17 +58,17 @@
</method>
<method name="_is_node_hover_valid" qualifiers="virtual">
<return type="bool" />
- <param index="0" name="from" type="StringName" />
- <param index="1" name="from_slot" type="int" />
- <param index="2" name="to" type="StringName" />
- <param index="3" name="to_slot" type="int" />
+ <param index="0" name="from_node" type="StringName" />
+ <param index="1" name="from_port" type="int" />
+ <param index="2" name="to_node" type="StringName" />
+ <param index="3" name="to_port" type="int" />
<description>
This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port.
Return [code]true[/code] if the connection is indeed valid or return [code]false[/code] if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen.
In this example a connection to same node is suppressed:
[codeblocks]
[gdscript]
- func _is_node_hover_valid(from, from_slot, to, to_slot):
+ func _is_node_hover_valid(from, from_port, to, to_port):
return from != to
[/gdscript]
[csharp]
@@ -83,21 +84,22 @@
<param index="0" name="from_type" type="int" />
<param index="1" name="to_type" type="int" />
<description>
- Makes possible the connection between two different slot types. The type is defined with the [method GraphNode.set_slot] method.
+ Allows the connection between two different port types. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method.
+ See also [method is_valid_connection_type] and [method remove_valid_connection_type].
</description>
</method>
<method name="add_valid_left_disconnect_type">
<return type="void" />
<param index="0" name="type" type="int" />
<description>
- Makes possible to disconnect nodes when dragging from the slot at the left if it has the specified type.
+ Allows to disconnect nodes when dragging from the left port of the [GraphNode]'s slot if it has the specified type. See also [method remove_valid_left_disconnect_type].
</description>
</method>
<method name="add_valid_right_disconnect_type">
<return type="void" />
<param index="0" name="type" type="int" />
<description>
- Makes possible to disconnect nodes when dragging from the slot at the right if it has the specified type.
+ Allows to disconnect nodes when dragging from the right port of the [GraphNode]'s slot if it has the specified type. See also [method remove_valid_right_disconnect_type].
</description>
</method>
<method name="arrange_nodes">
@@ -114,22 +116,22 @@
</method>
<method name="connect_node">
<return type="int" enum="Error" />
- <param index="0" name="from" type="StringName" />
+ <param index="0" name="from_node" type="StringName" />
<param index="1" name="from_port" type="int" />
- <param index="2" name="to" type="StringName" />
+ <param index="2" name="to_node" type="StringName" />
<param index="3" name="to_port" type="int" />
<description>
- Create a connection between the [param from_port] slot of the [param from] GraphNode and the [param to_port] slot of the [param to] GraphNode. If the connection already exists, no connection is created.
+ Create a connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If the connection already exists, no connection is created.
</description>
</method>
<method name="disconnect_node">
<return type="void" />
- <param index="0" name="from" type="StringName" />
+ <param index="0" name="from_node" type="StringName" />
<param index="1" name="from_port" type="int" />
- <param index="2" name="to" type="StringName" />
+ <param index="2" name="to_node" type="StringName" />
<param index="3" name="to_port" type="int" />
<description>
- Removes the connection between the [param from_port] slot of the [param from] GraphNode and the [param to_port] slot of the [param to] GraphNode. If the connection does not exist, no connection is removed.
+ Removes the connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If the connection does not exist, no connection is removed.
</description>
</method>
<method name="force_connection_drag_end">
@@ -142,10 +144,10 @@
</method>
<method name="get_connection_line">
<return type="PackedVector2Array" />
- <param index="0" name="from" type="Vector2" />
- <param index="1" name="to" type="Vector2" />
+ <param index="0" name="from_node" type="Vector2" />
+ <param index="1" name="to_node" type="Vector2" />
<description>
- Returns the points which would make up a connection between [param from] and [param to].
+ Returns the points which would make up a connection between [param from_node] and [param to_node].
</description>
</method>
<method name="get_connection_list" qualifiers="const">
@@ -163,12 +165,12 @@
</method>
<method name="is_node_connected">
<return type="bool" />
- <param index="0" name="from" type="StringName" />
+ <param index="0" name="from_node" type="StringName" />
<param index="1" name="from_port" type="int" />
- <param index="2" name="to" type="StringName" />
+ <param index="2" name="to_node" type="StringName" />
<param index="3" name="to_port" type="int" />
<description>
- Returns [code]true[/code] if the [param from_port] slot of the [param from] GraphNode is connected to the [param to_port] slot of the [param to] GraphNode.
+ Returns [code]true[/code] if the [param from_port] of the [param from_node] [GraphNode] is connected to the [param to_port] of the [param to_node] [GraphNode].
</description>
</method>
<method name="is_valid_connection_type" qualifiers="const">
@@ -176,7 +178,8 @@
<param index="0" name="from_type" type="int" />
<param index="1" name="to_type" type="int" />
<description>
- Returns whether it's possible to connect slots of the specified types.
+ Returns whether it's possible to make a connection between two different port types. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method.
+ See also [method add_valid_connection_type] and [method remove_valid_connection_type].
</description>
</method>
<method name="remove_valid_connection_type">
@@ -184,32 +187,33 @@
<param index="0" name="from_type" type="int" />
<param index="1" name="to_type" type="int" />
<description>
- Makes it not possible to connect between two different slot types. The type is defined with the [method GraphNode.set_slot] method.
+ Disallows the connection between two different port types previously allowed by [method add_valid_connection_type]. The port type is defined individually for the left and the right port of each slot with the [method GraphNode.set_slot] method.
+ See also [method is_valid_connection_type].
</description>
</method>
<method name="remove_valid_left_disconnect_type">
<return type="void" />
<param index="0" name="type" type="int" />
<description>
- Removes the possibility to disconnect nodes when dragging from the slot at the left if it has the specified type.
+ Disallows to disconnect nodes when dragging from the left port of the [GraphNode]'s slot if it has the specified type. Use this to disable disconnection previously allowed with [method add_valid_left_disconnect_type].
</description>
</method>
<method name="remove_valid_right_disconnect_type">
<return type="void" />
<param index="0" name="type" type="int" />
<description>
- Removes the possibility to disconnect nodes when dragging from the slot at the right if it has the specified type.
+ Disallows to disconnect nodes when dragging from the right port of the [GraphNode]'s slot if it has the specified type. Use this to disable disconnection previously allowed with [method add_valid_right_disconnect_type].
</description>
</method>
<method name="set_connection_activity">
<return type="void" />
- <param index="0" name="from" type="StringName" />
+ <param index="0" name="from_node" type="StringName" />
<param index="1" name="from_port" type="int" />
- <param index="2" name="to" type="StringName" />
+ <param index="2" name="to_node" type="StringName" />
<param index="3" name="to_port" type="int" />
<param index="4" name="amount" type="float" />
<description>
- Sets the coloration of the connection between [param from]'s [param from_port] and [param to]'s [param to_port] with the color provided in the [theme_item activity] theme property.
+ Sets the coloration of the connection between [param from_node]'s [param from_port] and [param to_node]'s [param to_port] with the color provided in the [theme_item activity] theme property.
</description>
</method>
<method name="set_selected">
@@ -287,36 +291,36 @@
</description>
</signal>
<signal name="connection_drag_started">
- <param index="0" name="from" type="String" />
- <param index="1" name="slot" type="int" />
+ <param index="0" name="from_node" type="StringName" />
+ <param index="1" name="from_port" type="int" />
<param index="2" name="is_output" type="bool" />
<description>
Emitted at the beginning of a connection drag.
</description>
</signal>
<signal name="connection_from_empty">
- <param index="0" name="to" type="StringName" />
- <param index="1" name="to_slot" type="int" />
+ <param index="0" name="to_node" type="StringName" />
+ <param index="1" name="to_port" type="int" />
<param index="2" name="release_position" type="Vector2" />
<description>
- Emitted when user dragging connection from input port into empty space of the graph.
+ Emitted when user drags a connection from an input port into the empty space of the graph.
</description>
</signal>
<signal name="connection_request">
- <param index="0" name="from" type="StringName" />
- <param index="1" name="from_slot" type="int" />
- <param index="2" name="to" type="StringName" />
- <param index="3" name="to_slot" type="int" />
+ <param index="0" name="from_node" type="StringName" />
+ <param index="1" name="from_port" type="int" />
+ <param index="2" name="to_node" type="StringName" />
+ <param index="3" name="to_port" type="int" />
<description>
- Emitted to the GraphEdit when the connection between the [param from_slot] slot of the [param from] GraphNode and the [param to_slot] slot of the [param to] GraphNode is attempted to be created.
+ Emitted to the GraphEdit when the connection between the [param from_port] of the [param from_node] [GraphNode] and the [param to_port] of the [param to_node] [GraphNode] is attempted to be created.
</description>
</signal>
<signal name="connection_to_empty">
- <param index="0" name="from" type="StringName" />
- <param index="1" name="from_slot" type="int" />
+ <param index="0" name="from_node" type="StringName" />
+ <param index="1" name="from_port" type="int" />
<param index="2" name="release_position" type="Vector2" />
<description>
- Emitted when user dragging connection from output port into empty space of the graph.
+ Emitted when user drags a connection from an output port into the empty space of the graph.
</description>
</signal>
<signal name="copy_nodes_request">
@@ -331,12 +335,12 @@
</description>
</signal>
<signal name="disconnection_request">
- <param index="0" name="from" type="StringName" />
- <param index="1" name="from_slot" type="int" />
- <param index="2" name="to" type="StringName" />
- <param index="3" name="to_slot" type="int" />
+ <param index="0" name="from_node" type="StringName" />
+ <param index="1" name="from_port" type="int" />
+ <param index="2" name="to_node" type="StringName" />
+ <param index="3" name="to_port" type="int" />
<description>
- Emitted to the GraphEdit when the connection between [param from_slot] slot of [param from] GraphNode and [param to_slot] slot of [param to] GraphNode is attempted to be removed.
+ Emitted to the GraphEdit when the connection between [param from_port] of [param from_node] [GraphNode] and [param to_port] of [param to_node] [GraphNode] is attempted to be removed.
</description>
</signal>
<signal name="duplicate_nodes_request">
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index a80dd0d47f..16386ff81b 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -1,12 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GraphNode" inherits="Container" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types.
+ GraphNode is a [Container] control that represents a single data unit in a [GraphEdit] graph. You can customize the number, type, and color of left- and right-side connection ports.
</brief_description>
<description>
- A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes referred to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
- After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further.
- In the Inspector you can enable (show) or disable (hide) slots. By default, all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.
+ GraphNode allows to create nodes for a [GraphEdit] graph with customizable content based on its child [Control]s. GraphNode is a [Container] and is responsible for placing its children on screen. This works similar to [VBoxContainer]. Children, in turn, provide GraphNode with so-called slots, each of which can have a connection port on either side. This is similar to how [TabContainer] uses children to create the tabs.
+ Each GraphNode slot is defined by its index and can provide the node with up to two ports: one on the left, and one on the right. By convention the left port is also referred to as the input port and the right port is referred to as the output port. Each port can be enabled and configured individually, using different type and color. The type is an arbitrary value that you can define using your own considerations. The parent [GraphEdit] will receive this information on each connect and disconnect request.
+ Slots can be configured in the Inspector dock once you add at least one child [Control]. The properties are grouped by each slot's index in the "Slot" section.
+ [b]Note:[/b] While GraphNode is set up using slots and slot indices, connections are made between the ports which are enabled. Because of that [GraphEdit] uses port's index and not slot's index. You can use [method get_connection_input_slot] and [method get_connection_output_slot] to get the slot index from the port index.
</description>
<tutorials>
</tutorials>
@@ -19,16 +20,16 @@
</method>
<method name="clear_slot">
<return type="void" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Disables input and output slot whose index is [param idx].
+ Disables input and output slot whose index is [param slot_index].
</description>
</method>
<method name="get_connection_input_color">
<return type="Color" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the [Color] of the input connection [param idx].
+ Returns the [Color] of the input connection [param port].
</description>
</method>
<method name="get_connection_input_count">
@@ -39,30 +40,37 @@
</method>
<method name="get_connection_input_height">
<return type="int" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the height of the input connection [param idx].
+ Returns the height of the input connection [param port].
</description>
</method>
<method name="get_connection_input_position">
<return type="Vector2" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
+ <description>
+ Returns the position of the input connection [param port].
+ </description>
+ </method>
+ <method name="get_connection_input_slot">
+ <return type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the position of the input connection [param idx].
+ Returns the corresponding slot index of the input connection [param port].
</description>
</method>
<method name="get_connection_input_type">
<return type="int" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the type of the input connection [param idx].
+ Returns the type of the input connection [param port].
</description>
</method>
<method name="get_connection_output_color">
<return type="Color" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the [Color] of the output connection [param idx].
+ Returns the [Color] of the output connection [param port].
</description>
</method>
<method name="get_connection_output_count">
@@ -73,150 +81,157 @@
</method>
<method name="get_connection_output_height">
<return type="int" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the height of the output connection [param idx].
+ Returns the height of the output connection [param port].
</description>
</method>
<method name="get_connection_output_position">
<return type="Vector2" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
+ <description>
+ Returns the position of the output connection [param port].
+ </description>
+ </method>
+ <method name="get_connection_output_slot">
+ <return type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the position of the output connection [param idx].
+ Returns the corresponding slot index of the output connection [param port].
</description>
</method>
<method name="get_connection_output_type">
<return type="int" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="port" type="int" />
<description>
- Returns the type of the output connection [param idx].
+ Returns the type of the output connection [param port].
</description>
</method>
<method name="get_slot_color_left" qualifiers="const">
<return type="Color" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Returns the left (input) [Color] of the slot [param idx].
+ Returns the left (input) [Color] of the slot [param slot_index].
</description>
</method>
<method name="get_slot_color_right" qualifiers="const">
<return type="Color" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Returns the right (output) [Color] of the slot [param idx].
+ Returns the right (output) [Color] of the slot [param slot_index].
</description>
</method>
<method name="get_slot_type_left" qualifiers="const">
<return type="int" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Returns the left (input) type of the slot [param idx].
+ Returns the left (input) type of the slot [param slot_index].
</description>
</method>
<method name="get_slot_type_right" qualifiers="const">
<return type="int" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Returns the right (output) type of the slot [param idx].
+ Returns the right (output) type of the slot [param slot_index].
</description>
</method>
<method name="is_slot_draw_stylebox" qualifiers="const">
<return type="bool" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Returns true if the background [StyleBox] of the slot [param idx] is drawn.
+ Returns true if the background [StyleBox] of the slot [param slot_index] is drawn.
</description>
</method>
<method name="is_slot_enabled_left" qualifiers="const">
<return type="bool" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Returns [code]true[/code] if left (input) side of the slot [param idx] is enabled.
+ Returns [code]true[/code] if left (input) side of the slot [param slot_index] is enabled.
</description>
</method>
<method name="is_slot_enabled_right" qualifiers="const">
<return type="bool" />
- <param index="0" name="idx" type="int" />
+ <param index="0" name="slot_index" type="int" />
<description>
- Returns [code]true[/code] if right (output) side of the slot [param idx] is enabled.
+ Returns [code]true[/code] if right (output) side of the slot [param slot_index] is enabled.
</description>
</method>
<method name="set_slot">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="enable_left" type="bool" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="enable_left_port" type="bool" />
<param index="2" name="type_left" type="int" />
<param index="3" name="color_left" type="Color" />
- <param index="4" name="enable_right" type="bool" />
+ <param index="4" name="enable_right_port" type="bool" />
<param index="5" name="type_right" type="int" />
<param index="6" name="color_right" type="Color" />
- <param index="7" name="custom_left" type="Texture2D" default="null" />
- <param index="8" name="custom_right" type="Texture2D" default="null" />
- <param index="9" name="enable" type="bool" default="true" />
- <description>
- Sets properties of the slot with ID [param idx].
- If [param enable_left]/[param enable_right], a port will appear and the slot will be able to be connected from this side.
- [param type_left]/[param type_right] is an arbitrary type of the port. Only ports with the same type values can be connected and negative values will disallow all connections to be made via user inputs.
- [param color_left]/[param color_right] is the tint of the port's icon on this side.
- [param custom_left]/[param custom_right] is a custom texture for this side's port.
- [b]Note:[/b] This method only sets properties of the slot. To create the slot, add a [Control]-derived child to the GraphNode.
- Individual properties can be set using one of the [code]set_slot_*[/code] methods. You must enable at least one side of the slot to do so.
+ <param index="7" name="custom_icon_left" type="Texture2D" default="null" />
+ <param index="8" name="custom_icon_right" type="Texture2D" default="null" />
+ <param index="9" name="draw_stylebox" type="bool" default="true" />
+ <description>
+ Sets properties of the slot with the [param slot_index] index.
+ If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a port will appear and the slot will be able to be connected from this side.
+ With [param type_left]/[param type_right] an arbitrary type can be assigned to each port. Two ports can be connected if they share the same type, or if the connection between their types is allowed in the parent [GraphEdit] (see [method GraphEdit.add_valid_connection_type]). Keep in mind that the [GraphEdit] has the final say in accepting the connection. Type compatibility simply allows the [signal GraphEdit.connection_request] signal to be emitted.
+ Ports can be further customized using [param color_left]/[param color_right] and [param custom_icon_left]/[param custom_icon_right]. The color parameter adds a tint to the icon. The custom icon can be used to override the default port dot.
+ Additionally, [param draw_stylebox] can be used to enable or disable drawing of the background stylebox for each slot. See [theme_item slot].
+ Individual properties can also be set using one of the [code]set_slot_*[/code] methods.
+ [b]Note:[/b] This method only sets properties of the slot. To create the slot itself, add a [Control]-derived child to the GraphNode.
</description>
</method>
<method name="set_slot_color_left">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="color_left" type="Color" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="color" type="Color" />
<description>
- Sets the [Color] of the left (input) side of the slot [param idx] to [param color_left].
+ Sets the [Color] of the left (input) side of the slot [param slot_index] to [param color].
</description>
</method>
<method name="set_slot_color_right">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="color_right" type="Color" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="color" type="Color" />
<description>
- Sets the [Color] of the right (output) side of the slot [param idx] to [param color_right].
+ Sets the [Color] of the right (output) side of the slot [param slot_index] to [param color].
</description>
</method>
<method name="set_slot_draw_stylebox">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="draw_stylebox" type="bool" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="enable" type="bool" />
<description>
- Toggles the background [StyleBox] of the slot [param idx].
+ Toggles the background [StyleBox] of the slot [param slot_index].
</description>
</method>
<method name="set_slot_enabled_left">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="enable_left" type="bool" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="enable" type="bool" />
<description>
- Toggles the left (input) side of the slot [param idx]. If [param enable_left] is [code]true[/code], a port will appear on the left side and the slot will be able to be connected from this side.
+ Toggles the left (input) side of the slot [param slot_index]. If [param enable] is [code]true[/code], a port will appear on the left side and the slot will be able to be connected from this side.
</description>
</method>
<method name="set_slot_enabled_right">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="enable_right" type="bool" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="enable" type="bool" />
<description>
- Toggles the right (output) side of the slot [param idx]. If [param enable_right] is [code]true[/code], a port will appear on the right side and the slot will be able to be connected from this side.
+ Toggles the right (output) side of the slot [param slot_index]. If [param enable] is [code]true[/code], a port will appear on the right side and the slot will be able to be connected from this side.
</description>
</method>
<method name="set_slot_type_left">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="type_left" type="int" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="type" type="int" />
<description>
- Sets the left (input) type of the slot [param idx] to [param type_left]. If the value is negative, all connections will be disallowed to be created via user inputs.
+ Sets the left (input) type of the slot [param slot_index] to [param type]. If the value is negative, all connections will be disallowed to be created via user inputs.
</description>
</method>
<method name="set_slot_type_right">
<return type="void" />
- <param index="0" name="idx" type="int" />
- <param index="1" name="type_right" type="int" />
+ <param index="0" name="slot_index" type="int" />
+ <param index="1" name="type" type="int" />
<description>
- Sets the right (output) type of the slot [param idx] to [param type_right]. If the value is negative, all connections will be disallowed to be created via user inputs.
+ Sets the right (output) type of the slot [param slot_index] to [param type]. If the value is negative, all connections will be disallowed to be created via user inputs.
</description>
</method>
</methods>
diff --git a/doc/classes/HMACContext.xml b/doc/classes/HMACContext.xml
index 52d4fce28f..706ee30963 100644
--- a/doc/classes/HMACContext.xml
+++ b/doc/classes/HMACContext.xml
@@ -32,22 +32,22 @@
public class CryptoNode : Node
{
private HMACContext ctx = new HMACContext();
+
public override void _Ready()
{
- PackedByteArray key = String("supersecret").to_utf8();
- Error err = ctx.Start(HashingContext.HASH_SHA256, key);
- GD.Assert(err == OK);
- PackedByteArray msg1 = String("this is ").to_utf8();
- PackedByteArray msg2 = String("super duper secret").to_utf8();
+ byte[] key = "supersecret".ToUTF8();
+ Error err = ctx.Start(HashingContext.HashType.Sha256, key);
+ Debug.Assert(err == Error.Ok);
+ byte[] msg1 = "this is ".ToUTF8();
+ byte[] msg2 = "super duper secret".ToUTF8();
err = ctx.Update(msg1);
- GD.Assert(err == OK);
+ Debug.Assert(err == Error.Ok);
err = ctx.Update(msg2);
- GD.Assert(err == OK);
- PackedByteArray hmac = ctx.Finish();
+ Debug.Assert(err == Error.Ok);
+ byte[] hmac = ctx.Finish();
GD.Print(hmac.HexEncode());
}
}
-
[/csharp]
[/codeblocks]
</description>
diff --git a/doc/classes/HSlider.xml b/doc/classes/HSlider.xml
index 60208eee0f..19bb26a1b0 100644
--- a/doc/classes/HSlider.xml
+++ b/doc/classes/HSlider.xml
@@ -10,6 +10,9 @@
<tutorials>
</tutorials>
<theme_items>
+ <theme_item name="grabber_offset" data_type="constant" type="int" default="0">
+ Vertical offset of the grabber.
+ </theme_item>
<theme_item name="grabber" data_type="icon" type="Texture2D">
The texture for the grabber (the draggable element).
</theme_item>
@@ -26,6 +29,7 @@
The background of the area to the left of the grabber.
</theme_item>
<theme_item name="grabber_area_highlight" data_type="style" type="StyleBox">
+ The background of the area to the left of the grabber that displays when it's being hovered or focused.
</theme_item>
<theme_item name="slider" data_type="style" type="StyleBox">
The background for the whole slider. Determines the height of the [code]grabber_area[/code].
diff --git a/doc/classes/HSplitContainer.xml b/doc/classes/HSplitContainer.xml
index 8137e26b8c..13915bd762 100644
--- a/doc/classes/HSplitContainer.xml
+++ b/doc/classes/HSplitContainer.xml
@@ -13,6 +13,9 @@
<theme_item name="autohide" data_type="constant" type="int" default="1">
Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible.
</theme_item>
+ <theme_item name="minimum_grab_thickness" data_type="constant" type="int" default="6">
+ The minimum thickness of the area users can click on to grab the splitting line. If [theme_item separation] or [theme_item grabber]'s thickness are too small, this ensure that the splitting line can still be dragged.
+ </theme_item>
<theme_item name="separation" data_type="constant" type="int" default="12">
The space between sides of the container.
</theme_item>
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 332ce9d8f4..b3ed38d250 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -7,17 +7,17 @@
Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases.
See the [HTTPRequest] node for a higher-level alternative.
[b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started.
- A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
+ A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports Transport Layer Security (TLS), including server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
- [b]Note:[/b] It's recommended to use transport encryption (SSL/TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.
+ [b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.
[b]Note:[/b] When performing HTTP requests from a project exported to Web, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
- [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
- [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
+ [b]Note:[/b] TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
+ [b]Warning:[/b] TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
</description>
<tutorials>
<link title="HTTP client class">$DOCS_URL/tutorials/networking/http_client_class.html</link>
- <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
+ <link title="TLS certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="close">
@@ -30,13 +30,13 @@
<return type="int" enum="Error" />
<param index="0" name="host" type="String" />
<param index="1" name="port" type="int" default="-1" />
- <param index="2" name="use_ssl" type="bool" default="false" />
+ <param index="2" name="use_tls" type="bool" default="false" />
<param index="3" name="verify_host" type="bool" default="true" />
<description>
Connects to a host. This needs to be done before any requests are sent.
The host should not have http:// prepended but will strip the protocol identifier if provided.
- If no [param port] is specified (or [code]-1[/code] is used), it is automatically set to 80 for HTTP and 443 for HTTPS (if [param use_ssl] is enabled).
- [param verify_host] will check the SSL identity of the host if set to [code]true[/code].
+ If no [param port] is specified (or [code]-1[/code] is used), it is automatically set to 80 for HTTP and 443 for HTTPS (if [param use_tls] is enabled).
+ [param verify_host] will check the TLS identity of the host if set to [code]true[/code].
</description>
</method>
<method name="get_response_body_length" qualifiers="const">
@@ -262,8 +262,8 @@
<constant name="STATUS_CONNECTION_ERROR" value="8" enum="Status">
Status: Error in HTTP connection.
</constant>
- <constant name="STATUS_SSL_HANDSHAKE_ERROR" value="9" enum="Status">
- Status: Error in SSL handshake.
+ <constant name="STATUS_TLS_HANDSHAKE_ERROR" value="9" enum="Status">
+ Status: Error in TLS handshake.
</constant>
<constant name="RESPONSE_CONTINUE" value="100" enum="ResponseCode">
HTTP status code [code]100 Continue[/code]. Interim response that indicates everything so far is OK and that the client should continue with the request (or ignore this status if already finished).
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 4b098bf585..c504e26d58 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -6,7 +6,7 @@
<description>
A node with the ability to send HTTP requests. Uses [HTTPClient] internally.
Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.
- [b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, especially regarding SSL security.
+ [b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, especially regarding TLS security.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
[b]Example of contacting a REST API and printing one of its returned fields:[/b]
[codeblocks]
@@ -30,7 +30,6 @@
if error != OK:
push_error("An error occurred in the HTTP request.")
-
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
var json = JSON.new()
@@ -95,7 +94,6 @@
if error != OK:
push_error("An error occurred in the HTTP request.")
-
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
if result != HTTPRequest.RESULT_SUCCESS:
@@ -157,7 +155,7 @@
</description>
<tutorials>
<link title="Making HTTP requests">$DOCS_URL/tutorials/networking/http_request_class.html</link>
- <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
+ <link title="TLS certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="cancel_request">
@@ -189,21 +187,21 @@
<return type="int" enum="Error" />
<param index="0" name="url" type="String" />
<param index="1" name="custom_headers" type="PackedStringArray" default="PackedStringArray()" />
- <param index="2" name="ssl_validate_domain" type="bool" default="true" />
+ <param index="2" name="tls_validate_domain" type="bool" default="true" />
<param index="3" name="method" type="int" enum="HTTPClient.Method" default="0" />
<param index="4" name="request_data" type="String" default="&quot;&quot;" />
<description>
Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request].
Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host.
[b]Note:[/b] When [param method] is [constant HTTPClient.METHOD_GET], the payload sent via [param request_data] might be ignored by the server or even cause the server to reject the request (check [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more details). As a workaround, you can send data as a query string in the URL (see [method String.uri_encode] for an example).
- [b]Note:[/b] It's recommended to use transport encryption (SSL/TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.
+ [b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid sending sensitive information (such as login credentials) in HTTP GET URL parameters. Consider using HTTP POST requests or HTTP headers for such information instead.
</description>
</method>
<method name="request_raw">
<return type="int" enum="Error" />
<param index="0" name="url" type="String" />
<param index="1" name="custom_headers" type="PackedStringArray" default="PackedStringArray()" />
- <param index="2" name="ssl_validate_domain" type="bool" default="true" />
+ <param index="2" name="tls_validate_domain" type="bool" default="true" />
<param index="3" name="method" type="int" enum="HTTPClient.Method" default="0" />
<param index="4" name="request_data_raw" type="PackedByteArray" default="PackedByteArray()" />
<description>
@@ -283,8 +281,8 @@
<constant name="RESULT_CONNECTION_ERROR" value="4" enum="Result">
Request failed due to connection (read/write) error.
</constant>
- <constant name="RESULT_SSL_HANDSHAKE_ERROR" value="5" enum="Result">
- Request failed on SSL handshake.
+ <constant name="RESULT_TLS_HANDSHAKE_ERROR" value="5" enum="Result">
+ Request failed on TLS handshake.
</constant>
<constant name="RESULT_NO_RESPONSE" value="6" enum="Result">
Request does not have a response (yet).
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 8cb0557a40..ed1b40488e 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -26,7 +26,7 @@
<param index="1" name="src_rect" type="Rect2i" />
<param index="2" name="dst" type="Vector2i" />
<description>
- Alpha-blends [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with not positive size is treated as empty.
+ Alpha-blends [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with non-positive size is treated as empty.
</description>
</method>
<method name="blend_rect_mask">
@@ -36,7 +36,7 @@
<param index="2" name="src_rect" type="Rect2i" />
<param index="3" name="dst" type="Vector2i" />
<description>
- Alpha-blends [param src_rect] from [param src] image to this image using [param mask] image at coordinates [param dst], clipped accordingly to both image bounds. Alpha channels are required for both [param src] and [param mask]. [param dst] pixels and [param src] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with not positive size is treated as empty.
+ Alpha-blends [param src_rect] from [param src] image to this image using [param mask] image at coordinates [param dst], clipped accordingly to both image bounds. Alpha channels are required for both [param src] and [param mask]. [param dst] pixels and [param src] pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty.
</description>
</method>
<method name="blit_rect">
@@ -45,7 +45,7 @@
<param index="1" name="src_rect" type="Rect2i" />
<param index="2" name="dst" type="Vector2i" />
<description>
- Copies [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with not positive size is treated as empty.
+ Copies [param src_rect] from [param src] image to this image at coordinates [param dst], clipped accordingly to both image bounds. This image and [param src] image [b]must[/b] have the same format. [param src_rect] with non-positive size is treated as empty.
</description>
</method>
<method name="blit_rect_mask">
@@ -55,7 +55,7 @@
<param index="2" name="src_rect" type="Rect2i" />
<param index="3" name="dst" type="Vector2i" />
<description>
- Blits [param src_rect] area from [param src] image to this image at the coordinates given by [param dst], clipped accordingly to both image bounds. [param src] pixel is copied onto [param dst] if the corresponding [param mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with not positive size is treated as empty.
+ Blits [param src_rect] area from [param src] image to this image at the coordinates given by [param dst], clipped accordingly to both image bounds. [param src] pixel is copied onto [param dst] if the corresponding [param mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/b] have the same format. [param src] image and [param mask] image [b]must[/b] have the same size (width and height) but they can have different formats. [param src_rect] with non-positive size is treated as empty.
</description>
</method>
<method name="bump_map_to_normal_map">
@@ -120,18 +120,18 @@
Copies [param src] image to this image.
</description>
</method>
- <method name="create">
- <return type="void" />
+ <method name="create" qualifiers="static">
+ <return type="Image" />
<param index="0" name="width" type="int" />
<param index="1" name="height" type="int" />
<param index="2" name="use_mipmaps" type="bool" />
<param index="3" name="format" type="int" enum="Image.Format" />
<description>
- Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code] then generate mipmaps for this image. See the [method generate_mipmaps].
+ Creates an empty image of given size and format. See [enum Format] constants. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this image. See the [method generate_mipmaps].
</description>
</method>
- <method name="create_from_data">
- <return type="void" />
+ <method name="create_from_data" qualifiers="static">
+ <return type="Image" />
<param index="0" name="width" type="int" />
<param index="1" name="height" type="int" />
<param index="2" name="use_mipmaps" type="bool" />
@@ -206,7 +206,6 @@
<param index="0" name="renormalize" type="bool" default="false" />
<description>
Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is [code]0[/code].
- [b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is [i]always[/i] done on the main thread. This means generating mipmaps will result in noticeable stuttering during gameplay, even if [method generate_mipmaps] is called from a [Thread].
</description>
</method>
<method name="get_data" qualifiers="const">
@@ -251,11 +250,11 @@
This is the same as [method get_pixel], but with a [Vector2i] argument instead of two integer arguments.
</description>
</method>
- <method name="get_rect" qualifiers="const">
+ <method name="get_region" qualifiers="const">
<return type="Image" />
- <param index="0" name="rect" type="Rect2i" />
+ <param index="0" name="region" type="Rect2i" />
<description>
- Returns a new image that is a copy of the image's area specified with [param rect].
+ Returns a new [Image] that is a copy of this [Image]'s area specified with [param region].
</description>
</method>
<method name="get_size" qualifiers="const">
@@ -464,13 +463,25 @@
Saves the image as a WebP (Web Picture) file to a byte array. By default it will save lossless. If [param lossy] is true, the image will be saved lossy, using the [param quality] setting between 0.0 and 1.0 (inclusive).
</description>
</method>
+ <method name="set_data">
+ <return type="void" />
+ <param index="0" name="width" type="int" />
+ <param index="1" name="height" type="int" />
+ <param index="2" name="use_mipmaps" type="bool" />
+ <param index="3" name="format" type="int" enum="Image.Format" />
+ <param index="4" name="data" type="PackedByteArray" />
+ <description>
+ Overwrites data of an existing [Image]. Non-static equivalent of [method create_from_data].
+ </description>
+ </method>
<method name="set_pixel">
<return type="void" />
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<param index="2" name="color" type="Color" />
<description>
- Sets the [Color] of the pixel at [code](x, y)[/code] to [param color]. Example:
+ Sets the [Color] of the pixel at [code](x, y)[/code] to [param color].
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var img_width = 10
@@ -497,7 +508,8 @@
<param index="0" name="point" type="Vector2i" />
<param index="1" name="color" type="Color" />
<description>
- Sets the [Color] of the pixel at [param point] to [param color]. Example:
+ Sets the [Color] of the pixel at [param point] to [param color].
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var img_width = 10
diff --git a/doc/classes/ImageFormatLoader.xml b/doc/classes/ImageFormatLoader.xml
new file mode 100644
index 0000000000..c6b1ec922a
--- /dev/null
+++ b/doc/classes/ImageFormatLoader.xml
@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ImageFormatLoader" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Base class to add support for specific image formats.
+ </brief_description>
+ <description>
+ The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending [ImageFormatLoaderExtension].
+ </description>
+ <tutorials>
+ </tutorials>
+ <constants>
+ <constant name="FLAG_NONE" value="0" enum="LoaderFlags" is_bitfield="true">
+ </constant>
+ <constant name="FLAG_FORCE_LINEAR" value="1" enum="LoaderFlags" is_bitfield="true">
+ </constant>
+ <constant name="FLAG_CONVERT_COLORS" value="2" enum="LoaderFlags" is_bitfield="true">
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/ImageFormatLoaderExtension.xml b/doc/classes/ImageFormatLoaderExtension.xml
new file mode 100644
index 0000000000..9d18ee8b84
--- /dev/null
+++ b/doc/classes/ImageFormatLoaderExtension.xml
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ImageFormatLoaderExtension" inherits="ImageFormatLoader" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Base class for creating [ImageFormatLoader] extensions (adding support for extra image formats).
+ </brief_description>
+ <description>
+ The engine supports multiple image formats out of the box (PNG, SVG, JPEG, WebP to name a few), but you can choose to implement support for additional image formats by extending this class.
+ Be sure to respect the documented return types and values. You should create an instance of it, and call [method add_format_loader] to register that loader during the initialization phase.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_recognized_extensions" qualifiers="virtual const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns the list of file extensions for this image format. Files with the given extensions will be treated as image file and loaded using this class.
+ </description>
+ </method>
+ <method name="_load_image" qualifiers="virtual">
+ <return type="int" enum="Error" />
+ <param index="0" name="image" type="Image" />
+ <param index="1" name="fileaccess" type="FileAccess" />
+ <param index="2" name="flags" type="int" enum="ImageFormatLoader.LoaderFlags" />
+ <param index="3" name="scale" type="float" />
+ <description>
+ Loads the content of [param fileaccess] into the provided [param image].
+ </description>
+ </method>
+ <method name="add_format_loader">
+ <return type="void" />
+ <description>
+ Add this format loader to the engine, allowing it to recognize the file extensions returned by [method _get_recognized_extensions].
+ </description>
+ </method>
+ <method name="remove_format_loader">
+ <return type="void" />
+ <description>
+ Remove this format loader from the engine.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index 45cbd7ac87..03d1947475 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -67,4 +67,7 @@
</description>
</method>
</methods>
+ <members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
+ </members>
</class>
diff --git a/doc/classes/ImageTexture3D.xml b/doc/classes/ImageTexture3D.xml
index 958c5f90f1..ee26a959aa 100644
--- a/doc/classes/ImageTexture3D.xml
+++ b/doc/classes/ImageTexture3D.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Texture with 3 dimensions.
</brief_description>
<description>
+ [ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, and depth. See also [ImageTextureLayered].
+ 3D textures are typically used to store density maps for [FogMaterial], color correction LUTs for [Environment], vector fields for [GPUParticlesAttractorVectorField3D] and collision maps for [GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders.
</description>
<tutorials>
</tutorials>
@@ -16,12 +19,14 @@
<param index="4" name="use_mipmaps" type="bool" />
<param index="5" name="data" type="Image[]" />
<description>
+ Creates the [ImageTexture3D] with specified [param width], [param height], and [param depth]. See [enum Image.Format] for [param format] options. If [param use_mipmaps] is [code]true[/code], then generate mipmaps for the [ImageTexture3D].
</description>
</method>
<method name="update">
<return type="void" />
<param index="0" name="data" type="Image[]" />
<description>
+ Replaces the texture's existing data with the layers specified in [code]data[/code]. The size of [code]data[/code] must match the parameters that were used for [method create]. In other words, the texture cannot be resized or have its format changed by calling [method update].
</description>
</method>
</methods>
diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml
index f5b338542b..0aa1d65d5a 100644
--- a/doc/classes/ImageTextureLayered.xml
+++ b/doc/classes/ImageTextureLayered.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for texture types which contain the data of multiple [ImageTexture]s. Each image is of the same size and format.
</brief_description>
<description>
+ Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
</description>
<tutorials>
</tutorials>
@@ -11,6 +13,8 @@
<return type="int" enum="Error" />
<param index="0" name="images" type="Image[]" />
<description>
+ Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
+ Each [Image] represents one [code]layer[/code].
</description>
</method>
<method name="update_layer">
@@ -18,6 +22,10 @@
<param index="0" name="image" type="Image" />
<param index="1" name="layer" type="int" />
<description>
+ Replaces the existing [Image] data at the given [code]layer[/code] with this new image.
+ The given [Image] must have the same width, height, image format and mipmapping setting (a [code]bool[/code] value) as the rest of the referenced images.
+ If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
+ The update is immediate: it's synchronized with drawing.
</description>
</method>
</methods>
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index 3c3dbe4d87..b80857a7bf 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -5,7 +5,6 @@
</brief_description>
<description>
ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
-
Unlike its runtime counterpart, [ImporterMesh] contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling [method clear], followed by [method add_surface] for each surface.
</description>
<tutorials>
@@ -43,10 +42,12 @@
<return type="void" />
<param index="0" name="normal_merge_angle" type="float" />
<param index="1" name="normal_split_angle" type="float" />
+ <param index="2" name="bone_transform_array" type="Array" />
<description>
Generates all lods for this ImporterMesh.
[param normal_merge_angle] and [param normal_split_angle] are in degrees and used in the same way as the importer settings in [code]lods[/code]. As a good default, use 25 and 60 respectively.
The number of generated lods can be accessed using [method get_surface_lod_count], and each LOD is available in [method get_surface_lod_size] and [method get_surface_lod_indices].
+ [param bone_transform_array] is an [Array] which can be either empty or contain [Transform3D]s which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data.
</description>
</method>
<method name="get_blend_shape_count" qualifiers="const">
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 56b95fc755..be8c8ff83f 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -157,7 +157,7 @@
<method name="get_mouse_button_mask" qualifiers="const">
<return type="int" enum="MouseButton" />
<description>
- Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.
+ Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to [method DisplayServer.mouse_get_button_state].
</description>
</method>
<method name="get_vector" qualifiers="const">
@@ -254,7 +254,7 @@
<param index="0" name="event" type="InputEvent" />
<description>
Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
- Example:
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var cancel_event = InputEventAction.new()
@@ -339,7 +339,7 @@
<param index="2" name="strong_magnitude" type="float" />
<param index="3" name="duration" type="float" default="0" />
<description>
- Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [param weak_magnitude] is the strength of the weak motor (between 0 and 1) and [param strong_magnitude] is the strength of the strong motor (between 0 and 1). [param duration] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely).
+ Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. [param weak_magnitude] is the strength of the weak motor (between 0 and 1) and [param strong_magnitude] is the strength of the strong motor (between 0 and 1). [param duration] is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling [method stop_joy_vibration].
[b]Note:[/b] Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.
</description>
</method>
@@ -347,18 +347,18 @@
<return type="void" />
<param index="0" name="device" type="int" />
<description>
- Stops the vibration of the joypad.
+ Stops the vibration of the joypad started with [method start_joy_vibration].
</description>
</method>
<method name="vibrate_handheld">
<return type="void" />
<param index="0" name="duration_ms" type="int" default="500" />
<description>
- Vibrate handheld devices.
- [b]Note:[/b] This method is implemented on Android, iOS, and Web.
- [b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset.
- [b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later.
- [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method.
+ Vibrate the handheld device for the specified duration in milliseconds.
+ [b]Note:[/b] This method is implemented on Android, iOS, and Web. It has no effect on other platforms.
+ [b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the [code]VIBRATE[/code] permission in the export preset. Otherwise, [method vibrate_handheld] will have no effect.
+ [b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and later.
+ [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support [method vibrate_handheld].
</description>
</method>
<method name="warp_mouse">
@@ -366,7 +366,7 @@
<param index="0" name="position" type="Vector2" />
<description>
Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.
- Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [code]MOUSE_MODE_CONFINED[/code] or [code]MOUSE_MODE_CONFINED_HIDDEN[/code].
+ Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [constant MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN].
</description>
</method>
</methods>
diff --git a/doc/classes/InputEventMIDI.xml b/doc/classes/InputEventMIDI.xml
index 2af88149b6..67e7ced2e8 100644
--- a/doc/classes/InputEventMIDI.xml
+++ b/doc/classes/InputEventMIDI.xml
@@ -69,18 +69,18 @@
The MIDI channel of this input event. There are 16 channels, so this value ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion instruments, the rest of the channels are for non-percussion instruments.
</member>
<member name="controller_number" type="int" setter="set_controller_number" getter="get_controller_number" default="0">
- If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller number, otherwise this is zero. Controllers include devices such as pedals and levers.
+ If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the controller number, otherwise this is zero. Controllers include devices such as pedals and levers.
</member>
<member name="controller_value" type="int" setter="set_controller_value" getter="get_controller_value" default="0">
- If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers.
+ If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers.
</member>
<member name="instrument" type="int" setter="set_instrument" getter="get_instrument" default="0">
The instrument of this input event. This value ranges from 0 to 127. Refer to the instrument list on the General MIDI wikipedia article to see a list of instruments, except that this value is 0-index, so subtract one from every number on that chart. A standard piano will have an instrument number of 0.
</member>
<member name="message" type="int" setter="set_message" getter="get_message" enum="MIDIMessage" default="0">
- Returns a value indicating the type of message for this MIDI signal. This is a member of the [enum @GlobalScope.MIDIMessage] enum.
+ Returns a value indicating the type of message for this MIDI signal. This is a member of the [enum MIDIMessage] enum.
For MIDI messages between 0x80 and 0xEF, only the left half of the bits are returned as this value, as the other part is the channel (ex: 0x94 becomes 0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.
- Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, therefore your code should treat the input as stopped if some period of time has passed.
+ Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, therefore your code should treat the input as stopped if some period of time has passed.
For more information, see the MIDI message status byte list chart linked above.
</member>
<member name="pitch" type="int" setter="set_pitch" getter="get_pitch" default="0">
@@ -90,7 +90,7 @@
The pressure of the MIDI signal. This value ranges from 0 to 127. For many devices, this value is always zero.
</member>
<member name="velocity" type="int" setter="set_velocity" getter="get_velocity" default="0">
- The velocity of the MIDI signal. This value ranges from 0 to 127. For a piano, this corresponds to how quickly the key was pressed, and is rarely above about 110 in practice.
+ The velocity of the MIDI signal. This value ranges from 0 to 127. For a piano, this corresponds to how quickly the key was pressed, and is rarely above about 110 in practice. Note that some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] message with zero velocity and expect this to be treated the same as a [constant MIDI_MESSAGE_NOTE_OFF] message, but device implementations vary so Godot reports event data exactly as received.
</member>
</members>
</class>
diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml
index fb50454917..346b6bf732 100644
--- a/doc/classes/InputEventScreenTouch.xml
+++ b/doc/classes/InputEventScreenTouch.xml
@@ -11,6 +11,9 @@
<link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials>
<members>
+ <member name="double_tap" type="bool" setter="set_double_tap" getter="is_double_tap" default="false">
+ If [code]true[/code], the touch's state is a double tap.
+ </member>
<member name="index" type="int" setter="set_index" getter="get_index" default="0">
The touch index in the case of a multi-touch event. One index = one finger.
</member>
diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml
index b4a276f6ac..c6311d780c 100644
--- a/doc/classes/InputEventWithModifiers.xml
+++ b/doc/classes/InputEventWithModifiers.xml
@@ -9,27 +9,30 @@
<tutorials>
<link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials>
+ <methods>
+ <method name="is_command_or_control_pressed" qualifiers="const">
+ <return type="bool" />
+ <description>
+ On macOS, returns [code]true[/code] if [kbd]Meta[/kbd] ([kbd]Command[/kbd]) is pressed.
+ On other platforms, returns [code]true[/code] if [kbd]Ctrl[/kbd] is pressed.
+ </description>
+ </method>
+ </methods>
<members>
<member name="alt_pressed" type="bool" setter="set_alt_pressed" getter="is_alt_pressed" default="false">
State of the [kbd]Alt[/kbd] modifier.
</member>
- <member name="command_pressed" type="bool" setter="set_command_pressed" getter="is_command_pressed" default="false">
- State of the [kbd]Cmd[/kbd] modifier. On macOS, this is equivalent to [member meta_pressed]. On other platforms, this is equivalent to [member ctrl_pressed].
- This modifier should be preferred to [member ctrl_pressed] or [member meta_pressed] for system shortcuts, as it maintains better cross-platform compatibility.
+ <member name="command_or_control_autoremap" type="bool" setter="set_command_or_control_autoremap" getter="is_command_or_control_autoremap" default="false">
+ Automatically use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and [kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and [member meta_pressed] cannot be set.
</member>
<member name="ctrl_pressed" type="bool" setter="set_ctrl_pressed" getter="is_ctrl_pressed" default="false">
State of the [kbd]Ctrl[/kbd] modifier.
</member>
<member name="meta_pressed" type="bool" setter="set_meta_pressed" getter="is_meta_pressed" default="false">
- State of the [kbd]Meta[/kbd] modifier. On Windows and Linux, this represents the Windows key (sometimes called "meta" or "super" on Linux). On macOS, this represents the Command key, and is equivalent to [member command_pressed].
- For better cross-system compatibility, use [member command_pressed] instead.
+ State of the [kbd]Meta[/kbd] modifier. On Windows and Linux, this represents the Windows key (sometimes called "meta" or "super" on Linux). On macOS, this represents the Command key.
</member>
<member name="shift_pressed" type="bool" setter="set_shift_pressed" getter="is_shift_pressed" default="false">
State of the [kbd]Shift[/kbd] modifier.
</member>
- <member name="store_command" type="bool" setter="set_store_command" getter="is_storing_command" default="true">
- If [code]true[/code], pressing [kbd]Cmd[/kbd] on macOS or [kbd]Ctrl[/kbd] on all other platforms will both be serialized as [member command_pressed]. If [code]false[/code], those same keys will be serialized as [member meta_pressed] on macOS and [member ctrl_pressed] on all other platforms.
- This aids with cross-platform compatibility when developing e.g. on Windows for macOS, or vice-versa.
- </member>
</members>
</class>
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 75a0e1cef7..c485d26e0c 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -349,7 +349,7 @@
The width all columns will be adjusted to.
A value of zero disables the adjustment, each item will have a width equal to the width of its content and the columns will have an uneven width.
</member>
- <member name="fixed_icon_size" type="Vector2" setter="set_fixed_icon_size" getter="get_fixed_icon_size" default="Vector2(0, 0)">
+ <member name="fixed_icon_size" type="Vector2i" setter="set_fixed_icon_size" getter="get_fixed_icon_size" default="Vector2i(0, 0)">
The size all icons will be adjusted to.
If either X or Y component is not greater than zero, icon size won't be affected.
</member>
@@ -459,6 +459,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the item text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="v_separation" data_type="constant" type="int" default="2">
The vertical spacing between items.
@@ -469,18 +470,18 @@
<theme_item name="font_size" data_type="font_size" type="int">
Font size of the item's text.
</theme_item>
- <theme_item name="bg" data_type="style" type="StyleBox">
- Default [StyleBox] for the [ItemList], i.e. used when the control is not being focused.
- </theme_item>
- <theme_item name="bg_focus" data_type="style" type="StyleBox">
- [StyleBox] used when the [ItemList] is being focused.
- </theme_item>
<theme_item name="cursor" data_type="style" type="StyleBox">
[StyleBox] used for the cursor, when the [ItemList] is being focused.
</theme_item>
<theme_item name="cursor_unfocused" data_type="style" type="StyleBox">
[StyleBox] used for the cursor, when the [ItemList] is not being focused.
</theme_item>
+ <theme_item name="focus" data_type="style" type="StyleBox">
+ The focused style for the [ItemList], drawn on top of the background, but below everything else.
+ </theme_item>
+ <theme_item name="panel" data_type="style" type="StyleBox">
+ The background style for the [ItemList].
+ </theme_item>
<theme_item name="selected" data_type="style" type="StyleBox">
[StyleBox] for the selected items, used when the [ItemList] is not being focused.
</theme_item>
diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml
index 46e46cc164..93731cf553 100644
--- a/doc/classes/JSON.xml
+++ b/doc/classes/JSON.xml
@@ -6,7 +6,7 @@
<description>
The [JSON] enables all data types to be converted to and from a JSON string. This useful for serializing data to save to a file or send over the network.
[method stringify] is used to convert any data type into a JSON string.
- [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [method get_data] to retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean.
+ [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [member data] to retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean.
[b]Example[/b]
[codeblock]
var data_to_send = ["a", "b", "c"]
@@ -16,7 +16,7 @@
# Retrieve data
var error = json.parse(json_string)
if error == OK:
- var data_received = json.get_data()
+ var data_received = json.data
if typeof(data_received) == TYPE_ARRAY:
print(data_received) # Prints array
else:
@@ -28,17 +28,15 @@
[codeblock]
var data = JSON.parse_string(json_string) # Returns null if parsing failed.
[/codeblock]
+ [b]Note:[/b] Both parse methods do not fully comply with the JSON specification:
+ - Trailing commas in arrays or objects are ignored, instead of causing a parser error.
+ - New line and tab characters are accepted in string literals, and are treated like their corresponding escape sequences [code]\n[/code] and [code]\t[/code].
+ - Numbers are parsed using [method String.to_float] which is generally more lax than the JSON specification.
+ - Certain errors, such as invalid Unicode sequences, do not cause a parser error. Instead, the string is cleansed and an error is logged to the console.
</description>
<tutorials>
</tutorials>
<methods>
- <method name="get_data" qualifiers="const">
- <return type="Variant" />
- <description>
- Returns the [Variant] containing the data of a successful [method parse].
- [b]Note:[/b] It will return [code]Null[/code] if the last call to parse was unsuccessful or [method parse] has not yet been called.
- </description>
- </method>
<method name="get_error_line" qualifiers="const">
<return type="int" />
<description>
@@ -56,7 +54,7 @@
<param index="0" name="json_string" type="String" />
<description>
Attempts to parse the [param json_string] provided.
- Returns an [enum Error]. If the parse was successful, it returns [code]OK[/code] and the result can be retrieved using [method get_data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure.
+ Returns an [enum Error]. If the parse was successful, it returns [constant OK] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure.
Non-static variant of [method parse_string], if you want custom error handling.
</description>
</method>
@@ -118,4 +116,9 @@
</description>
</method>
</methods>
+ <members>
+ <member name="data" type="Variant" setter="set_data" getter="get_data" default="null">
+ Contains the parsed JSON data in [Variant] form.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScriptBridge.xml
index c838422e85..5e36b5cc80 100644
--- a/doc/classes/JavaScript.xml
+++ b/doc/classes/JavaScriptBridge.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="JavaScript" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="JavaScriptBridge" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Singleton that connects the engine with the browser's JavaScript context in Web export.
</brief_description>
<description>
- The JavaScript singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
- [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
+ The JavaScriptBridge singleton is implemented only in the Web export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
+ [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScriptBridge singleton is enabled. Official export templates also have the JavaScriptBridge singleton enabled. See [url=$DOCS_URL/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
</description>
<tutorials>
<link title="Exporting for the Web: Calling JavaScript from script">$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-script</link>
diff --git a/doc/classes/JavaScriptObject.xml b/doc/classes/JavaScriptObject.xml
index e279acf5a4..7132cc5cad 100644
--- a/doc/classes/JavaScriptObject.xml
+++ b/doc/classes/JavaScriptObject.xml
@@ -1,27 +1,27 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="JavaScriptObject" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A wrapper class for native JavaScript objects.
+ A wrapper class for web native JavaScript objects.
</brief_description>
<description>
- JavaScriptObject is used to interact with JavaScript objects retrieved or created via [method JavaScript.get_interface], [method JavaScript.create_object], or [method JavaScript.create_callback].
- Example:
+ JavaScriptObject is used to interact with JavaScript objects retrieved or created via [method JavaScriptBridge.get_interface], [method JavaScriptBridge.create_object], or [method JavaScriptBridge.create_callback].
+ [b]Example:[/b]
[codeblock]
extends Node
- var _my_js_callback = JavaScript.create_callback(self, "myCallback") # This reference must be kept
- var console = JavaScript.get_interface("console")
+ var _my_js_callback = JavaScriptBridge.create_callback(self, "myCallback") # This reference must be kept
+ var console = JavaScriptBridge.get_interface("console")
func _init():
- var buf = JavaScript.create_object("ArrayBuffer", 10) # new ArrayBuffer(10)
+ var buf = JavaScriptBridge.create_object("ArrayBuffer", 10) # new ArrayBuffer(10)
print(buf) # prints [JavaScriptObject:OBJECT_ID]
- var uint8arr = JavaScript.create_object("Uint8Array", buf) # new Uint8Array(buf)
+ var uint8arr = JavaScriptBridge.create_object("Uint8Array", buf) # new Uint8Array(buf)
uint8arr[1] = 255
prints(uint8arr[1], uint8arr.byteLength) # prints 255 10
console.log(uint8arr) # prints in browser console "Uint8Array(10) [ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0 ]"
- # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)
- JavaScript.get_interface("Array").from(uint8arr).forEach(_my_js_callback)
+ # Equivalent of JavaScriptBridge: Array.from(uint8arr).forEach(myCallback)
+ JavaScriptBridge.get_interface("Array").from(uint8arr).forEach(_my_js_callback)
func myCallback(args):
# Will be called with the parameters passed to the "forEach" callback
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index 615aceac53..1a8cbf0584 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -50,6 +50,7 @@
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
</member>
<member name="label_settings" type="LabelSettings" setter="set_label_settings" getter="get_label_settings">
+ A [LabelSettings] resource that can be shared between multiple [Label] nodes. Takes priority over theme properties.
</member>
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
@@ -100,7 +101,7 @@
Default text [Color] of the [Label].
</theme_item>
<theme_item name="font_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
- The tint of text outline.
+ The color of text outline.
</theme_item>
<theme_item name="font_shadow_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)">
[Color] of the text's shadow effect.
@@ -110,6 +111,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
Text outline size.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="shadow_offset_x" data_type="constant" type="int" default="1">
The horizontal offset of the text's shadow.
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
index b741dc6e64..0cbca2224e 100644
--- a/doc/classes/Label3D.xml
+++ b/doc/classes/Label3D.xml
@@ -44,6 +44,7 @@
<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values.
</member>
+ <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" overrides="GeometryInstance3D" enum="GeometryInstance3D.ShadowCastingSetting" default="0" />
<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
</member>
@@ -57,6 +58,7 @@
Font size of the [Label3D]'s text. To make the font look more detailed when up close, increase [member font_size] while decreasing [member pixel_size] at the same time.
Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.
</member>
+ <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" overrides="GeometryInstance3D" enum="GeometryInstance3D.GIMode" default="0" />
<member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1">
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the [enum HorizontalAlignment] constants.
</member>
diff --git a/doc/classes/LabelSettings.xml b/doc/classes/LabelSettings.xml
index aa972f2cf3..d73cb78295 100644
--- a/doc/classes/LabelSettings.xml
+++ b/doc/classes/LabelSettings.xml
@@ -1,29 +1,40 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="LabelSettings" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Collection of common settings to customize label text.
</brief_description>
<description>
+ [LabelSettings] is a resource that can be assigned to a [Label] node to customize it. It will take priority over the properties defined in theme. The resource can be shared between multiple labels and swapped on the fly, so it's convenient and flexible way to setup text style.
</description>
<tutorials>
</tutorials>
<members>
<member name="font" type="Font" setter="set_font" getter="get_font">
+ [Font] used for the text.
</member>
<member name="font_color" type="Color" setter="set_font_color" getter="get_font_color" default="Color(1, 1, 1, 1)">
+ Color of the text.
</member>
<member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16">
+ Size of the text.
</member>
<member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="3.0">
+ Vertical space between lines when the text is multiline.
</member>
<member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color(1, 1, 1, 1)">
+ The color of the outline.
</member>
<member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
+ Text outline size.
</member>
<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0)">
+ Color of the shadow effect. If alpha is [code]0[/code], no shadow will be drawn.
</member>
<member name="shadow_offset" type="Vector2" setter="set_shadow_offset" getter="get_shadow_offset" default="Vector2(1, 1)">
+ Offset of the shadow effect, in pixels.
</member>
<member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="1">
+ Size of the shadow effect.
</member>
</members>
</class>
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 00815758a1..062d532464 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -4,8 +4,7 @@
Casts light in a 2D environment.
</brief_description>
<description>
- Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
- [b]Note:[/b] Light2D can also be used as a mask.
+ Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
</description>
<tutorials>
<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
@@ -14,12 +13,14 @@
<method name="get_height" qualifiers="const">
<return type="float" />
<description>
+ Returns the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
</description>
</method>
<method name="set_height">
<return type="void" />
<param index="0" name="height" type="float" />
<description>
+ Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height].
</description>
</method>
</methods>
@@ -64,7 +65,7 @@
Shadow filter type. See [enum ShadowFilter] for possible values.
</member>
<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0">
- Smoothing value for shadows.
+ Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13].
</member>
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
@@ -72,13 +73,13 @@
</members>
<constants>
<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
- No filter applies to the shadow map. See [member shadow_filter].
+ No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter">
- Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
+ Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
- Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
+ Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtereing mode, and should be used sparingly. See [member shadow_filter].
</constant>
<constant name="BLEND_MODE_ADD" value="0" enum="BlendMode">
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index e9ebbc0a41..fe7756faaf 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -55,6 +55,7 @@
</member>
<member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code].
+ [b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2">
The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode].
@@ -91,6 +92,7 @@
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.
+ [b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
</member>
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
@@ -112,7 +114,7 @@
<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false">
If [code]true[/code], the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using [member distance_fade_enabled] to hide the light when far away from the [Camera3D].
</member>
- <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0">
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0">
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible.
</member>
<member name="shadow_opacity" type="float" setter="set_param" getter="get_param" default="1.0">
diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml
index dd8c7be489..53dae1a8e6 100644
--- a/doc/classes/LightmapGI.xml
+++ b/doc/classes/LightmapGI.xml
@@ -17,7 +17,7 @@
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005">
The bias to use when computing shadows. Increasing [member bias] can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time [Light3D] shadows are not affected by this [member bias] property.
</member>
- <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1">
+ <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="3">
Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to [code]0[/code], only environment lighting, direct light and emissive lighting is baked.
</member>
<member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes">
@@ -36,10 +36,10 @@
<member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky">
The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY].
</member>
- <member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="0">
+ <member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="1">
The environment mode to use when baking lightmaps.
</member>
- <member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="0">
+ <member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="2">
The level of subdivision to use when automatically generating [LightmapProbe]s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes.
[b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as nodes in the Scene tree dock, and cannot be modified this way after they are generated.
[b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time.
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index f8f2375a71..b8383aaed9 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -144,7 +144,7 @@
<member name="caret_blink" type="bool" setter="set_caret_blink_enabled" getter="is_caret_blink_enabled" default="false">
If [code]true[/code], the caret (text cursor) blinks.
</member>
- <member name="caret_blink_speed" type="float" setter="set_caret_blink_speed" getter="get_caret_blink_speed" default="0.65">
+ <member name="caret_blink_interval" type="float" setter="set_caret_blink_interval" getter="get_caret_blink_interval" default="0.65">
Duration (in seconds) of a caret's blinking cycle.
</member>
<member name="caret_column" type="int" setter="set_caret_column" getter="get_caret_column" default="0">
@@ -224,6 +224,9 @@
<member name="secret_character" type="String" setter="set_secret_character" getter="get_secret_character" default="&quot;•&quot;">
The character to use to mask secret input (defaults to "•"). Only a single character can be used as the secret character.
</member>
+ <member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false">
+ If [code]true[/code], the [LineEdit] will select the whole text when it gains focus.
+ </member>
<member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true">
If [code]false[/code], it's impossible to select the text using mouse nor keyboard.
</member>
@@ -421,6 +424,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
Font used for the text.
diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml
index 7c6ff2d4e1..b3938999f3 100644
--- a/doc/classes/LinkButton.xml
+++ b/doc/classes/LinkButton.xml
@@ -10,9 +10,11 @@
<tutorials>
</tutorials>
<members>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="0" />
<member name="language" type="String" setter="set_language" getter="get_language" default="&quot;&quot;">
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</member>
+ <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" overrides="Control" enum="Control.CursorShape" default="2" />
<member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
</member>
@@ -26,7 +28,23 @@
Base text writing direction.
</member>
<member name="underline" type="int" setter="set_underline_mode" getter="get_underline_mode" enum="LinkButton.UnderlineMode" default="0">
- Determines when to show the underline. See [enum UnderlineMode] for options.
+ The underline mode to use for the text. See [enum LinkButton.UnderlineMode] for the available modes.
+ </member>
+ <member name="uri" type="String" setter="set_uri" getter="get_uri" default="&quot;&quot;">
+ The [url=https://en.wikipedia.org/wiki/Uniform_Resource_Identifier]URI[/url] for this [LinkButton]. If set to a valid URI, pressing the button opens the URI using the operating system's default program for the protocol (via [method OS.shell_open]). HTTP and HTTPS URLs open the default web browser.
+ [b]Examples:[/b]
+ [codeblocks]
+ [gdscript]
+ uri = "https://godotengine.org" # Opens the URL in the default web browser.
+ uri = "C:\SomeFolder" # Opens the file explorer at the given path.
+ uri = "C:\SomeImage.png" # Opens the given image in the default viewing app.
+ [/gdscript]
+ [csharp]
+ Uri = "https://godotengine.org"; // Opens the URL in the default web browser.
+ Uri = "C:\SomeFolder"; // Opens the file explorer at the given path.
+ Uri = "C:\SomeImage.png"; // Opens the given image in the default viewing app.
+ [/csharp]
+ [/codeblocks]
</member>
</members>
<constants>
@@ -58,6 +76,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="underline_spacing" data_type="constant" type="int" default="2">
The vertical space between the baseline of text and the underline.
diff --git a/doc/classes/Marker3D.xml b/doc/classes/Marker3D.xml
index 5ad1cdf513..0d49b376a8 100644
--- a/doc/classes/Marker3D.xml
+++ b/doc/classes/Marker3D.xml
@@ -8,4 +8,9 @@
</description>
<tutorials>
</tutorials>
+ <members>
+ <member name="gizmo_extents" type="float" setter="set_gizmo_extents" getter="get_gizmo_extents" default="0.25">
+ Size of the gizmo cross that appears in the editor.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/MenuBar.xml b/doc/classes/MenuBar.xml
index 3ef0572e9f..79876e56a3 100644
--- a/doc/classes/MenuBar.xml
+++ b/doc/classes/MenuBar.xml
@@ -106,9 +106,6 @@
<member name="prefer_global_menu" type="bool" setter="set_prefer_global_menu" getter="is_prefer_global_menu" default="true">
If [code]true[/code], [MenuBar] will use system global menu when supported.
</member>
- <member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
- The [Node] which must be a parent of the focused GUI [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused.
- </member>
<member name="start_index" type="int" setter="set_start_index" getter="get_start_index" default="-1">
Position in the global menu to insert first [MenuBar] item at.
</member>
@@ -146,6 +143,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
[Font] of the menu item's text.
diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml
index 1f38510e83..3061149570 100644
--- a/doc/classes/MenuButton.xml
+++ b/doc/classes/MenuButton.xml
@@ -25,6 +25,12 @@
If [code]true[/code], shortcuts are disabled and cannot be used to trigger the button.
</description>
</method>
+ <method name="show_popup">
+ <return type="void" />
+ <description>
+ Adjusts popup position and sizing for the [MenuButton], then shows the [PopupMenu]. Prefer this over using [code]get_popup().popup()[/code].
+ </description>
+ </method>
</methods>
<members>
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" />
@@ -69,6 +75,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
[Font] of the [MenuButton]'s text.
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index d3d5a7bfaa..4d3fb7ed5c 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -97,7 +97,7 @@
</description>
</method>
<method name="create_convex_shape" qualifiers="const">
- <return type="Shape3D" />
+ <return type="ConvexPolygonShape3D" />
<param index="0" name="clean" type="bool" default="true" />
<param index="1" name="simplify" type="bool" default="false" />
<description>
@@ -115,7 +115,7 @@
</description>
</method>
<method name="create_trimesh_shape" qualifiers="const">
- <return type="Shape3D" />
+ <return type="ConcavePolygonShape3D" />
<description>
Calculate a [ConcavePolygonShape3D] from the mesh.
</description>
@@ -129,7 +129,7 @@
<method name="get_aabb" qualifiers="const">
<return type="AABB" />
<description>
- Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance3D.get_transformed_aabb].
+ Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code].
[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
</description>
</method>
@@ -176,7 +176,7 @@
</method>
</methods>
<members>
- <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint">
+ <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i(0, 0)">
Sets a hint to be used for lightmap resolution.
</member>
</members>
diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml
index 85e57dd0f3..ab217abb23 100644
--- a/doc/classes/MeshLibrary.xml
+++ b/doc/classes/MeshLibrary.xml
@@ -59,14 +59,14 @@
Returns the item's name.
</description>
</method>
- <method name="get_item_navmesh" qualifiers="const">
+ <method name="get_item_navigation_mesh" qualifiers="const">
<return type="NavigationMesh" />
<param index="0" name="id" type="int" />
<description>
Returns the item's navigation mesh.
</description>
</method>
- <method name="get_item_navmesh_transform" qualifiers="const">
+ <method name="get_item_navigation_mesh_transform" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="id" type="int" />
<description>
@@ -126,18 +126,18 @@
This name is shown in the editor. It can also be used to look up the item later using [method find_item_by_name].
</description>
</method>
- <method name="set_item_navmesh">
+ <method name="set_item_navigation_mesh">
<return type="void" />
<param index="0" name="id" type="int" />
- <param index="1" name="navmesh" type="NavigationMesh" />
+ <param index="1" name="navigation_mesh" type="NavigationMesh" />
<description>
Sets the item's navigation mesh.
</description>
</method>
- <method name="set_item_navmesh_transform">
+ <method name="set_item_navigation_mesh_transform">
<return type="void" />
<param index="0" name="id" type="int" />
- <param index="1" name="navmesh" type="Transform3D" />
+ <param index="1" name="navigation_mesh" type="Transform3D" />
<description>
Sets the transform to apply to the item's navigation mesh.
</description>
diff --git a/doc/classes/MeshTexture.xml b/doc/classes/MeshTexture.xml
index 8e2bccc79f..d09fa4c898 100644
--- a/doc/classes/MeshTexture.xml
+++ b/doc/classes/MeshTexture.xml
@@ -18,5 +18,6 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Sets the mesh used to draw. It must be a mesh using 2D vertices.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
</members>
</class>
diff --git a/doc/classes/MissingNode.xml b/doc/classes/MissingNode.xml
index b5aa02cfd6..ac54329313 100644
--- a/doc/classes/MissingNode.xml
+++ b/doc/classes/MissingNode.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of nodes of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MissingResource.xml b/doc/classes/MissingResource.xml
index eede6350d8..e5a6c4d064 100644
--- a/doc/classes/MissingResource.xml
+++ b/doc/classes/MissingResource.xml
@@ -4,7 +4,7 @@
This is an internal editor class intended for keeping data of resources of unknown type.
</brief_description>
<description>
- This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can´t be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
+ This is an internal editor class intended for keeping data of resources of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in the scene. Ignore it if you don't know what it is.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/MovieWriter.xml b/doc/classes/MovieWriter.xml
index f2509ad2b2..1652dd52aa 100644
--- a/doc/classes/MovieWriter.xml
+++ b/doc/classes/MovieWriter.xml
@@ -4,7 +4,7 @@
Abstract class for non-real-time video recording encoders.
</brief_description>
<description>
- Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] command line argument, this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities.
+ Godot can record videos with non-real-time simulation. Like the [code]--fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], this forces the reported [code]delta[/code] in [method Node._process] functions to be identical across frames, regardless of how long it actually took to render the frame. This can be used to record high-quality videos with perfect frame pacing regardless of your hardware's capabilities.
Godot has 2 built-in [MovieWriter]s:
- AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
- PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
@@ -46,7 +46,7 @@
<param index="1" name="fps" type="int" />
<param index="2" name="base_path" type="String" />
<description>
- Called once before the engine starts writing video and audio data. [param movie_size] is the width and height of the video to save. [param fps] is the number of frames per second specified in the project settings or using the [code]--fixed-fps &lt;fps&gt;[/code] command line argument.
+ Called once before the engine starts writing video and audio data. [param movie_size] is the width and height of the video to save. [param fps] is the number of frames per second specified in the project settings or using the [code]--fixed-fps &lt;fps&gt;[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</description>
</method>
<method name="_write_end" qualifiers="virtual">
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index bae2335cfb..d8a232b3cf 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -1,13 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiMesh" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Provides high-performance mesh instancing.
+ Provides high-performance drawing of a mesh multiple times using GPU instancing.
</brief_description>
<description>
MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
+ [b]Note:[/b] A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will [b]not[/b] receive any lighting.
+ [b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh.
</description>
<tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
@@ -17,14 +19,14 @@
<method name="get_aabb" qualifiers="const">
<return type="AABB" />
<description>
- Returns the visibility axis-aligned bounding box in local space. See also [method VisualInstance3D.get_transformed_aabb].
+ Returns the visibility axis-aligned bounding box in local space.
</description>
</method>
<method name="get_instance_color" qualifiers="const">
<return type="Color" />
<param index="0" name="instance" type="int" />
<description>
- Gets a specific instance's color.
+ Gets a specific instance's color multiplier.
</description>
</method>
<method name="get_instance_custom_data" qualifiers="const">
@@ -53,8 +55,8 @@
<param index="0" name="instance" type="int" />
<param index="1" name="color" type="Color" />
<description>
- Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors.
- For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If the color doesn't look as expected, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]).
+ Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance.
+ For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]).
</description>
</method>
<method name="set_instance_custom_data">
@@ -64,6 +66,7 @@
<description>
Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers.
For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code].
+ This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code].
</description>
</method>
<method name="set_instance_transform">
@@ -87,28 +90,33 @@
<member name="buffer" type="PackedFloat32Array" setter="set_buffer" getter="get_buffer" default="PackedFloat32Array()">
</member>
<member name="color_array" type="PackedColorArray" setter="_set_color_array" getter="_get_color_array">
+ See [method set_instance_color].
</member>
<member name="custom_data_array" type="PackedColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array">
+ See [method set_instance_custom_data].
</member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
By default, all instances are drawn but you can limit this with [member visible_instance_count].
</member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
- Mesh to be drawn.
+ [Mesh] resource to be instanced.
+ The looks of the individual instances can be modified using [method set_instance_color] and [method set_instance_custom_data].
</member>
<member name="transform_2d_array" type="PackedVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array">
+ See [method set_instance_transform_2d].
</member>
<member name="transform_array" type="PackedVector3Array" setter="_set_transform_array" getter="_get_transform_array">
+ See [method set_instance_transform].
</member>
<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0">
Format of transform used to transform mesh, either 2D or 3D.
</member>
<member name="use_colors" type="bool" setter="set_use_colors" getter="is_using_colors" default="false">
- If [code]true[/code], the [MultiMesh] will use color data (see [member color_array]).
+ If [code]true[/code], the [MultiMesh] will use color data (see [method set_instance_color]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code].
</member>
<member name="use_custom_data" type="bool" setter="set_use_custom_data" getter="is_using_custom_data" default="false">
- If [code]true[/code], the [MultiMesh] will use custom data (see [member custom_data_array]).
+ If [code]true[/code], the [MultiMesh] will use custom data (see [method set_instance_custom_data]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code].
</member>
<member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1">
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
diff --git a/doc/classes/MultiplayerAPIExtension.xml b/doc/classes/MultiplayerAPIExtension.xml
index e67970cc89..c4012a920a 100644
--- a/doc/classes/MultiplayerAPIExtension.xml
+++ b/doc/classes/MultiplayerAPIExtension.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions.
- The following example augment the default implemenation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication.
+ The following example augment the default implementation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication.
[codeblocks]
[gdscript]
extends MultiplayerAPIExtension
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index 0f57ff9e55..dd7dac3f23 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeer" inherits="PacketPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A high-level network interface to simplify multiplayer interactions.
+ Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI].
</brief_description>
<description>
- Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI].
- [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
+ Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI].
+ [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
@@ -13,6 +13,20 @@
<link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link>
</tutorials>
<methods>
+ <method name="close">
+ <return type="void" />
+ <description>
+ Immediately close the multiplayer peer returning to the state [constant CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting [signal peer_disconnected].
+ </description>
+ </method>
+ <method name="disconnect_peer">
+ <return type="void" />
+ <param index="0" name="peer" type="int" />
+ <param index="1" name="force" type="bool" default="false" />
+ <description>
+ Disconnects the given [param peer] from this host. If [param force] is [code]true[/code] the [signal peer_disconnected] signal will not be emitted for this peer.
+ </description>
+ </method>
<method name="generate_unique_id" qualifiers="const">
<return type="int" />
<description>
@@ -25,10 +39,22 @@
Returns the current state of the connection. See [enum ConnectionStatus].
</description>
</method>
+ <method name="get_packet_channel" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the channel over which the next available packet was received. See [method PacketPeer.get_available_packet_count].
+ </description>
+ </method>
+ <method name="get_packet_mode" qualifiers="const">
+ <return type="int" enum="MultiplayerPeer.TransferMode" />
+ <description>
+ Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send the next available packet. See [method PacketPeer.get_available_packet_count].
+ </description>
+ </method>
<method name="get_packet_peer" qualifiers="const">
<return type="int" />
<description>
- Returns the ID of the [MultiplayerPeer] who sent the most recent packet.
+ Returns the ID of the [MultiplayerPeer] who sent the next available packet. See [method PacketPeer.get_available_packet_count].
</description>
</method>
<method name="get_unique_id" qualifiers="const">
@@ -37,6 +63,12 @@
Returns the ID of this [MultiplayerPeer].
</description>
</method>
+ <method name="is_server_relay_supported" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns true if the server can act as a relay in the current configuration (i.e. if the higher level [MultiplayerAPI] should notify connected clients of other peers, and implement a relay protocol to allow communication between them).
+ </description>
+ </method>
<method name="poll">
<return type="void" />
<description>
@@ -61,53 +93,38 @@
[b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
</member>
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="MultiplayerPeer.TransferMode" default="2">
- The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
+ The manner in which to send packets to the target peer. See [enum TransferMode], and the [method set_target_peer] method.
</member>
</members>
<signals>
- <signal name="connection_failed">
- <description>
- Emitted when a connection attempt fails.
- </description>
- </signal>
- <signal name="connection_succeeded">
- <description>
- Emitted when a connection attempt succeeds.
- </description>
- </signal>
<signal name="peer_connected">
<param index="0" name="id" type="int" />
<description>
- Emitted by the server when a client connects.
+ Emitted when a remote peer connects.
</description>
</signal>
<signal name="peer_disconnected">
<param index="0" name="id" type="int" />
<description>
- Emitted by the server when a client disconnects.
- </description>
- </signal>
- <signal name="server_disconnected">
- <description>
- Emitted by clients when the server disconnects.
+ Emitted when a remote peer has disconnected.
</description>
</signal>
</signals>
<constants>
<constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus">
- The ongoing connection disconnected.
+ The MultiplayerPeer is disconnected.
</constant>
<constant name="CONNECTION_CONNECTING" value="1" enum="ConnectionStatus">
- A connection attempt is ongoing.
+ The MultiplayerPeer is currently connecting to a server.
</constant>
<constant name="CONNECTION_CONNECTED" value="2" enum="ConnectionStatus">
- The connection attempt succeeded.
+ This MultiplayerPeer is connected.
</constant>
<constant name="TARGET_PEER_BROADCAST" value="0">
- Packets are sent to the server and then redistributed to other peers.
+ Packets are sent to all connected peers.
</constant>
<constant name="TARGET_PEER_SERVER" value="1">
- Packets are sent to the server alone.
+ Packets are sent to the remote peer acting as server.
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
diff --git a/doc/classes/MultiplayerPeerExtension.xml b/doc/classes/MultiplayerPeerExtension.xml
index 18bc18e6e7..5717135b80 100644
--- a/doc/classes/MultiplayerPeerExtension.xml
+++ b/doc/classes/MultiplayerPeerExtension.xml
@@ -9,6 +9,20 @@
<tutorials>
</tutorials>
<methods>
+ <method name="_close" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ Called when the multiplayer peer should be immediately closed (see [method MultiplayerPeer.close]).
+ </description>
+ </method>
+ <method name="_disconnect_peer" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="p_peer" type="int" />
+ <param index="1" name="p_force" type="bool" />
+ <description>
+ Called when the connected [param p_peer] should be forcibly disconnected (see [method MultiplayerPeer.disconnect_peer]).
+ </description>
+ </method>
<method name="_get_available_packet_count" qualifiers="virtual const">
<return type="int" />
<description>
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 3437e0eca4..770a5dc5b0 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationAgent2D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationAgent2D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
2D Agent used in navigation for collision avoidance.
</brief_description>
<description>
2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe.
- [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
+ [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
</tutorials>
@@ -13,27 +13,27 @@
<method name="distance_to_target" qualifiers="const">
<return type="float" />
<description>
- Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate.
+ Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate.
</description>
</method>
- <method name="get_final_location">
- <return type="Vector2" />
- <description>
- Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
- </description>
- </method>
- <method name="get_nav_path" qualifiers="const">
+ <method name="get_current_navigation_path" qualifiers="const">
<return type="PackedVector2Array" />
<description>
Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
</description>
</method>
- <method name="get_nav_path_index" qualifiers="const">
+ <method name="get_current_navigation_path_index" qualifiers="const">
<return type="int" />
<description>
Returns which index the agent is currently on in the navigation path's [PackedVector2Array].
</description>
</method>
+ <method name="get_final_location">
+ <return type="Vector2" />
+ <description>
+ Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
+ </description>
+ </method>
<method name="get_navigation_layer_value" qualifiers="const">
<return type="bool" />
<param index="0" name="layer_number" type="int" />
@@ -59,12 +59,6 @@
Returns the [RID] of this agent on the [NavigationServer2D].
</description>
</method>
- <method name="get_target_location" qualifiers="const">
- <return type="Vector2" />
- <description>
- Returns the user defined [Vector2] after setting the target location.
- </description>
- </method>
<method name="is_navigation_finished">
<return type="bool" />
<description>
@@ -74,13 +68,13 @@
<method name="is_target_reachable">
<return type="bool" />
<description>
- Returns true if the target location is reachable. The target location is set using [method set_target_location].
+ Returns true if [member target_location] is reachable.
</description>
</method>
<method name="is_target_reached" qualifiers="const">
<return type="bool" />
<description>
- Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
+ Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
<method name="set_navigation_layer_value">
@@ -98,13 +92,6 @@
Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer.
</description>
</method>
- <method name="set_target_location">
- <return type="void" />
- <param index="0" name="location" type="Vector2" />
- <description>
- Sets the user desired final location. This will clear the current navigation path.
- </description>
- </method>
<method name="set_velocity">
<return type="void" />
<param index="0" name="velocity" type="Vector2" />
@@ -142,6 +129,9 @@
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
+ <member name="target_location" type="Vector2" setter="set_target_location" getter="get_target_location" default="Vector2(0, 0)">
+ The user-defined target location. Setting this property will clear the current navigation path.
+ </member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
@@ -159,11 +149,11 @@
</signal>
<signal name="target_reached">
<description>
- Notifies when the player defined target, set with [method set_target_location], is reached.
+ Notifies when the player-defined [member target_location] is reached.
</description>
</signal>
<signal name="velocity_computed">
- <param index="0" name="safe_velocity" type="Vector3" />
+ <param index="0" name="safe_velocity" type="Vector2" />
<description>
Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity]. Only emitted when [member avoidance_enabled] is true.
</description>
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 3bb5b361ca..d9a1235bdd 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationAgent3D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationAgent3D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
3D Agent used in navigation for collision avoidance.
</brief_description>
<description>
3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe.
- [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
+ [b]Note:[/b] After setting [member target_location] it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.
</description>
<tutorials>
</tutorials>
@@ -13,27 +13,27 @@
<method name="distance_to_target" qualifiers="const">
<return type="float" />
<description>
- Returns the distance to the target location, using the agent's global position. The user must set the target location with [method set_target_location] in order for this to be accurate.
+ Returns the distance to the target location, using the agent's global position. The user must set [member target_location] in order for this to be accurate.
</description>
</method>
- <method name="get_final_location">
- <return type="Vector3" />
- <description>
- Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
- </description>
- </method>
- <method name="get_nav_path" qualifiers="const">
+ <method name="get_current_navigation_path" qualifiers="const">
<return type="PackedVector3Array" />
<description>
Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
</description>
</method>
- <method name="get_nav_path_index" qualifiers="const">
+ <method name="get_current_navigation_path_index" qualifiers="const">
<return type="int" />
<description>
Returns which index the agent is currently on in the navigation path's [PackedVector3Array].
</description>
</method>
+ <method name="get_final_location">
+ <return type="Vector3" />
+ <description>
+ Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
+ </description>
+ </method>
<method name="get_navigation_layer_value" qualifiers="const">
<return type="bool" />
<param index="0" name="layer_number" type="int" />
@@ -59,12 +59,6 @@
Returns the [RID] of this agent on the [NavigationServer3D].
</description>
</method>
- <method name="get_target_location" qualifiers="const">
- <return type="Vector3" />
- <description>
- Returns the user defined [Vector3] after setting the target location.
- </description>
- </method>
<method name="is_navigation_finished">
<return type="bool" />
<description>
@@ -74,13 +68,13 @@
<method name="is_target_reachable">
<return type="bool" />
<description>
- Returns true if the target location is reachable. The target location is set using [method set_target_location].
+ Returns true if [member target_location] is reachable.
</description>
</method>
<method name="is_target_reached" qualifiers="const">
<return type="bool" />
<description>
- Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
+ Returns true if [member target_location] is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location].
</description>
</method>
<method name="set_navigation_layer_value">
@@ -98,13 +92,6 @@
Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer.
</description>
</method>
- <method name="set_target_location">
- <return type="void" />
- <param index="0" name="location" type="Vector3" />
- <description>
- Sets the user desired final location. This will clear the current navigation path.
- </description>
- </method>
<method name="set_velocity">
<return type="void" />
<param index="0" name="velocity" type="Vector3" />
@@ -148,6 +135,9 @@
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
+ <member name="target_location" type="Vector3" setter="set_target_location" getter="get_target_location" default="Vector3(0, 0, 0)">
+ The user-defined target location. Setting this property will clear the current navigation path.
+ </member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
@@ -165,7 +155,7 @@
</signal>
<signal name="target_reached">
<description>
- Notifies when the player defined target, set with [method set_target_location], is reached.
+ Notifies when the player-defined [member target_location] is reached.
</description>
</signal>
<signal name="velocity_computed">
diff --git a/doc/classes/NavigationLink2D.xml b/doc/classes/NavigationLink2D.xml
index 1e086fb730..9d75694360 100644
--- a/doc/classes/NavigationLink2D.xml
+++ b/doc/classes/NavigationLink2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationLink2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationLink2D" inherits="Node2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Creates a link between two locations that [NavigationServer2D] can route agents through.
</brief_description>
@@ -38,7 +38,7 @@
The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
- When pathfinding enters this link from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this link from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path].
diff --git a/doc/classes/NavigationLink3D.xml b/doc/classes/NavigationLink3D.xml
index 4d5d81bec5..730c43c5a8 100644
--- a/doc/classes/NavigationLink3D.xml
+++ b/doc/classes/NavigationLink3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationLink3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationLink3D" inherits="Node3D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Creates a link between two locations that [NavigationServer3D] can route agents through.
</brief_description>
@@ -38,7 +38,7 @@
The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
- When pathfinding enters this link from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this link from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path].
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml
index c86bc47e04..ff898551d4 100644
--- a/doc/classes/NavigationMesh.xml
+++ b/doc/classes/NavigationMesh.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationMesh" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationMesh" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A mesh to approximate the walkable areas and obstacles.
</brief_description>
@@ -133,13 +133,10 @@
<member name="geometry_source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0">
The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values.
</member>
- <member name="geometry_source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name" default="&amp;&quot;navmesh&quot;">
+ <member name="geometry_source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name" default="&amp;&quot;navigation_mesh_source_group&quot;">
The name of the group to scan for geometry.
Only used when [member geometry_source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT].
</member>
- <member name="polygon_verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0">
- The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
- </member>
<member name="region_merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0">
Any regions with a size smaller than this will be merged with larger regions if possible.
[b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
@@ -151,6 +148,9 @@
<member name="sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0">
Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values.
</member>
+ <member name="vertices_per_polygon" type="float" setter="set_vertices_per_polygon" getter="get_vertices_per_polygon" default="6.0">
+ The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
+ </member>
</members>
<constants>
<constant name="SAMPLE_PARTITION_WATERSHED" value="0" enum="SamplePartitionType">
@@ -177,8 +177,8 @@
<constant name="PARSED_GEOMETRY_MAX" value="3" enum="ParsedGeometryType">
Represents the size of the [enum ParsedGeometryType] enum.
</constant>
- <constant name="SOURCE_GEOMETRY_NAVMESH_CHILDREN" value="0" enum="SourceGeometryMode">
- Scans the child nodes of [NavigationRegion3D] recursively for geometry.
+ <constant name="SOURCE_GEOMETRY_ROOT_NODE_CHILDREN" value="0" enum="SourceGeometryMode">
+ Scans the child nodes of the root node recursively for geometry.
</constant>
<constant name="SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN" value="1" enum="SourceGeometryMode">
Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry_source_group_name].
diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml
index 4c337db90f..15d149a229 100644
--- a/doc/classes/NavigationMeshGenerator.xml
+++ b/doc/classes/NavigationMeshGenerator.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationMeshGenerator" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationMeshGenerator" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Helper class for creating and clearing navigation meshes.
</brief_description>
@@ -15,17 +15,17 @@
<methods>
<method name="bake">
<return type="void" />
- <param index="0" name="nav_mesh" type="NavigationMesh" />
+ <param index="0" name="navigation_mesh" type="NavigationMesh" />
<param index="1" name="root_node" type="Node" />
<description>
- Bakes navigation data to the provided [param nav_mesh] by parsing child nodes under the provided [param root_node] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry_parsed_geometry_type] and [member NavigationMesh.geometry_source_geometry_mode] properties on the [NavigationMesh] resource.
+ Bakes navigation data to the provided [param navigation_mesh] by parsing child nodes under the provided [param root_node] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry_parsed_geometry_type] and [member NavigationMesh.geometry_source_geometry_mode] properties on the [NavigationMesh] resource.
</description>
</method>
<method name="clear">
<return type="void" />
- <param index="0" name="nav_mesh" type="NavigationMesh" />
+ <param index="0" name="navigation_mesh" type="NavigationMesh" />
<description>
- Removes all polygons and vertices from the provided [param nav_mesh] resource.
+ Removes all polygons and vertices from the provided [param navigation_mesh] resource.
</description>
</method>
</methods>
diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml
index 4ecdc06645..ce0f05ad28 100644
--- a/doc/classes/NavigationObstacle2D.xml
+++ b/doc/classes/NavigationObstacle2D.xml
@@ -1,21 +1,34 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationObstacle2D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationObstacle2D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
2D Obstacle used in navigation for collision avoidance.
</brief_description>
<description>
2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle2D] is physics safe.
- [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
+ Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>
<methods>
+ <method name="get_navigation_map" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationObstacle and also update the agent on the NavigationServer.
+ </description>
+ </method>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the [RID] of this obstacle on the [NavigationServer2D].
</description>
</method>
+ <method name="set_navigation_map">
+ <return type="void" />
+ <param index="0" name="navigation_map" type="RID" />
+ <description>
+ Sets the [RID] of the navigation map this NavigationObstacle node should use and also updates the [code]agent[/code] on the NavigationServer.
+ </description>
+ </method>
</methods>
<members>
<member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true">
diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml
index ed8af3883c..78bbb788d9 100644
--- a/doc/classes/NavigationObstacle3D.xml
+++ b/doc/classes/NavigationObstacle3D.xml
@@ -1,21 +1,34 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationObstacle3D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationObstacle3D" inherits="Node" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
3D Obstacle used in navigation for collision avoidance.
</brief_description>
<description>
3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle3D] is physics safe.
- [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
+ Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>
<methods>
+ <method name="get_navigation_map" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationObstacle and also update the agent on the NavigationServer.
+ </description>
+ </method>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the [RID] of this obstacle on the [NavigationServer3D].
</description>
</method>
+ <method name="set_navigation_map">
+ <return type="void" />
+ <param index="0" name="navigation_map" type="RID" />
+ <description>
+ Sets the [RID] of the navigation map this NavigationObstacle node should use and also updates the [code]agent[/code] on the NavigationServer.
+ </description>
+ </method>
</methods>
<members>
<member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true">
diff --git a/doc/classes/NavigationPathQueryParameters2D.xml b/doc/classes/NavigationPathQueryParameters2D.xml
new file mode 100644
index 0000000000..dff58fc1bd
--- /dev/null
+++ b/doc/classes/NavigationPathQueryParameters2D.xml
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="NavigationPathQueryParameters2D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Parameters to be sent to a 2D navigation path query.
+ </brief_description>
+ <description>
+ This class contains the start and target position and other parameters to be used with [method NavigationServer2D.query_path].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="map" type="RID" setter="set_map" getter="get_map">
+ The navigation [code]map[/code] [RID] used in the path query.
+ </member>
+ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
+ The navigation layers the query will use (as a bitmask).
+ </member>
+ <member name="path_postprocessing" type="int" setter="set_path_postprocessing" getter="get_path_postprocessing" enum="NavigationPathQueryParameters2D.PathPostProcessing" default="0">
+ The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm].
+ </member>
+ <member name="pathfinding_algorithm" type="int" setter="set_pathfinding_algorithm" getter="get_pathfinding_algorithm" enum="NavigationPathQueryParameters2D.PathfindingAlgorithm" default="0">
+ The pathfinding algorithm used in the path query.
+ </member>
+ <member name="start_position" type="Vector2" setter="set_start_position" getter="get_start_position" default="Vector2(0, 0)">
+ The pathfinding start position in global coordinates.
+ </member>
+ <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 0)">
+ The pathfinding target position in global coordinates.
+ </member>
+ </members>
+ <constants>
+ <constant name="PATHFINDING_ALGORITHM_ASTAR" value="0" enum="PathfindingAlgorithm">
+ The path query uses the default A* pathfinding algorithm.
+ </constant>
+ <constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing">
+ Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
+ </constant>
+ <constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
+ Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/NavigationPathQueryParameters3D.xml b/doc/classes/NavigationPathQueryParameters3D.xml
new file mode 100644
index 0000000000..46a35b1071
--- /dev/null
+++ b/doc/classes/NavigationPathQueryParameters3D.xml
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="NavigationPathQueryParameters3D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Parameters to be sent to a 3D navigation path query.
+ </brief_description>
+ <description>
+ This class contains the start and target position and other parameters to be used with [method NavigationServer3D.query_path].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="map" type="RID" setter="set_map" getter="get_map">
+ The navigation [code]map[/code] [RID] used in the path query.
+ </member>
+ <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
+ The navigation layers the query will use (as a bitmask).
+ </member>
+ <member name="path_postprocessing" type="int" setter="set_path_postprocessing" getter="get_path_postprocessing" enum="NavigationPathQueryParameters3D.PathPostProcessing" default="0">
+ The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm].
+ </member>
+ <member name="pathfinding_algorithm" type="int" setter="set_pathfinding_algorithm" getter="get_pathfinding_algorithm" enum="NavigationPathQueryParameters3D.PathfindingAlgorithm" default="0">
+ The pathfinding algorithm used in the path query.
+ </member>
+ <member name="start_position" type="Vector3" setter="set_start_position" getter="get_start_position" default="Vector3(0, 0, 0)">
+ The pathfinding start position in global coordinates.
+ </member>
+ <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, 0, 0)">
+ The pathfinding target position in global coordinates.
+ </member>
+ </members>
+ <constants>
+ <constant name="PATHFINDING_ALGORITHM_ASTAR" value="0" enum="PathfindingAlgorithm">
+ The path query uses the default A* pathfinding algorithm.
+ </constant>
+ <constant name="PATH_POSTPROCESSING_CORRIDORFUNNEL" value="0" enum="PathPostProcessing">
+ Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
+ </constant>
+ <constant name="PATH_POSTPROCESSING_EDGECENTERED" value="1" enum="PathPostProcessing">
+ Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/NavigationPathQueryResult2D.xml b/doc/classes/NavigationPathQueryResult2D.xml
new file mode 100644
index 0000000000..77b19b07b6
--- /dev/null
+++ b/doc/classes/NavigationPathQueryResult2D.xml
@@ -0,0 +1,24 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="NavigationPathQueryResult2D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Result from a [NavigationPathQueryParameters2D] navigation path query.
+ </brief_description>
+ <description>
+ This class contains the result of a navigation path query from [method NavigationServer2D.query_path].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="reset">
+ <return type="void" />
+ <description>
+ Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="path" type="PackedVector2Array" setter="set_path" getter="get_path" default="PackedVector2Array()">
+ The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer2D.map_get_path].
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/NavigationPathQueryResult3D.xml b/doc/classes/NavigationPathQueryResult3D.xml
new file mode 100644
index 0000000000..6c553bf36b
--- /dev/null
+++ b/doc/classes/NavigationPathQueryResult3D.xml
@@ -0,0 +1,24 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="NavigationPathQueryResult3D" inherits="RefCounted" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Result from a [NavigationPathQueryParameters3D] navigation path query.
+ </brief_description>
+ <description>
+ This class contains the result of a navigation path query from [method NavigationServer3D.query_path].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="reset">
+ <return type="void" />
+ <description>
+ Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="path" type="PackedVector3Array" setter="set_path" getter="get_path" default="PackedVector3Array()">
+ The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer3D.map_get_path].
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml
index 19466c171f..b30dd2703a 100644
--- a/doc/classes/NavigationPolygon.xml
+++ b/doc/classes/NavigationPolygon.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationPolygon" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationPolygon" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node that has methods to draw outlines or use indices of vertices to create navigation polygons.
</brief_description>
@@ -12,14 +12,14 @@
var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
polygon.add_outline(outline)
polygon.make_polygons_from_outlines()
- $NavigationRegion2D.navpoly = polygon
+ $NavigationRegion2D.navigation_polygon = polygon
[/gdscript]
[csharp]
var polygon = new NavigationPolygon();
var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
polygon.AddOutline(outline);
polygon.MakePolygonsFromOutlines();
- GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").Navpoly = polygon;
+ GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").NavigationPolygon = polygon;
[/csharp]
[/codeblocks]
Using [method add_polygon] and indices of the vertices array.
@@ -30,7 +30,7 @@
polygon.vertices = vertices
var indices = PackedInt32Array([0, 1, 2, 3])
polygon.add_polygon(indices)
- $NavigationRegion2D.navpoly = polygon
+ $NavigationRegion2D.navigation_polygon = polygon
[/gdscript]
[csharp]
var polygon = new NavigationPolygon();
@@ -38,7 +38,7 @@
polygon.Vertices = vertices;
var indices = new int[] { 0, 1, 2, 3 };
polygon.AddPolygon(indices);
- GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").Navpoly = polygon;
+ GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").NavigationPolygon = polygon;
[/csharp]
[/codeblocks]
</description>
@@ -80,10 +80,10 @@
Clears the array of polygons, but it doesn't clear the array of outlines and vertices.
</description>
</method>
- <method name="get_mesh">
+ <method name="get_navigation_mesh">
<return type="NavigationMesh" />
<description>
- Returns the [NavigationMesh] resulting from this navigation polygon. This navmesh can be used to update the navmesh of a region with the [method NavigationServer3D.region_set_navmesh] API directly (as 2D uses the 3D server behind the scene).
+ Returns the [NavigationMesh] resulting from this navigation polygon. This navigation mesh can be used to update the navigation mesh of a region with the [method NavigationServer3D.region_set_navigation_mesh] API directly (as 2D uses the 3D server behind the scene).
</description>
</method>
<method name="get_outline" qualifiers="const">
diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml
index 89f7dcb4af..8b8793b3b4 100644
--- a/doc/classes/NavigationRegion2D.xml
+++ b/doc/classes/NavigationRegion2D.xml
@@ -1,15 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationRegion2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationRegion2D" inherits="Node2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A region of the 2D navigation map.
</brief_description>
<description>
A region of the navigation map. It tells the [NavigationServer2D] what can be navigated and what cannot, based on its [NavigationPolygon] resource.
Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer2D.map_set_edge_connection_margin].
- [b]Note:[/b] Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge.
+ [b]Note:[/b] Overlapping two regions' navigation polygons is not enough for connecting two regions. They must share a similar edge.
The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value.
[b]Note:[/b] This value is not added to the path cost when the start position is already inside this region.
The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
+ [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer2D], they will not be reflected in this node's properties.
</description>
<tutorials>
</tutorials>
@@ -41,16 +42,16 @@
Determines if the [NavigationRegion2D] is enabled or disabled.
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
- When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this region's navigation mesh from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
</member>
- <member name="navpoly" type="NavigationPolygon" setter="set_navigation_polygon" getter="get_navigation_polygon">
+ <member name="navigation_polygon" type="NavigationPolygon" setter="set_navigation_polygon" getter="get_navigation_polygon">
The [NavigationPolygon] resource to use.
</member>
<member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
- When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
+ When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
</member>
</members>
</class>
diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml
index 87e82e7b2e..10662db869 100644
--- a/doc/classes/NavigationRegion3D.xml
+++ b/doc/classes/NavigationRegion3D.xml
@@ -1,15 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationRegion3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationRegion3D" inherits="Node3D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A region of the navigation map.
</brief_description>
<description>
A region of the navigation map. It tells the [NavigationServer3D] what can be navigated and what cannot, based on its [NavigationMesh] resource.
Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer3D.map_set_edge_connection_margin].
- [b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting two regions. They must share a similar edge.
+ [b]Note:[/b] Overlapping two regions' navigation meshes is not enough for connecting two regions. They must share a similar edge.
The cost of entering this region from another region can be controlled with the [member enter_cost] value.
[b]Note:[/b] This value is not added to the path cost when the start position is already inside this region.
The cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
+ [b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer3D], they will not be reflected in this node's properties.
</description>
<tutorials>
</tutorials>
@@ -48,16 +49,16 @@
Determines if the [NavigationRegion3D] is enabled or disabled.
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
- When pathfinding enters this region's navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
+ When pathfinding enters this region's navigation mesh from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path].
</member>
- <member name="navmesh" type="NavigationMesh" setter="set_navigation_mesh" getter="get_navigation_mesh">
+ <member name="navigation_mesh" type="NavigationMesh" setter="set_navigation_mesh" getter="get_navigation_mesh">
The [NavigationMesh] resource to use.
</member>
<member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
- When pathfinding moves inside this region's navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
+ When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
</member>
</members>
<signals>
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index 0874e183e4..32e48cde54 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationServer2D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationServer2D" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Server interface for low-level 2D navigation access
</brief_description>
@@ -40,12 +40,12 @@
<method name="agent_set_callback" qualifiers="const">
<return type="void" />
<param index="0" name="agent" type="RID" />
- <param index="1" name="receiver" type="Object" />
+ <param index="1" name="object_id" type="int" />
<param index="2" name="method" type="StringName" />
<param index="3" name="userdata" type="Variant" default="null" />
<description>
- Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [param receiver] object with a signal to the chosen [param method] name.
- [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [param receiver].
+ Sets the callback [param object_id] and [param method] that gets called after each avoidance processing step for the [param agent]. The calculated [code]safe_velocity[/code] will be dispatched with a signal to the object just before the physics calculations.
+ [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]0[/code] ObjectID as the [param object_id].
</description>
</method>
<method name="agent_set_map" qualifiers="const">
@@ -167,6 +167,13 @@
Returns the navigation layers for this [code]link[/code].
</description>
</method>
+ <method name="link_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="link" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_get_start_location" qualifiers="const">
<return type="Vector2" />
<param index="0" name="link" type="RID" />
@@ -228,6 +235,14 @@
Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]).
</description>
</method>
+ <method name="link_set_owner_id" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="link" type="RID" />
+ <param index="1" name="owner_id" type="int" />
+ <description>
+ Set the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_set_start_location" qualifiers="const">
<return type="void" />
<param index="0" name="link" type="RID" />
@@ -368,6 +383,14 @@
Set the map's link connection radius used to connect links to navigation polygons.
</description>
</method>
+ <method name="query_path" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="parameters" type="NavigationPathQueryParameters2D" />
+ <param index="1" name="result" type="NavigationPathQueryResult2D" />
+ <description>
+ Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters2D]. Updates the provided [NavigationPathQueryResult2D] result object with the path among other results requested by the query.
+ </description>
+ </method>
<method name="region_create" qualifiers="const">
<return type="RID" />
<description>
@@ -418,6 +441,13 @@
Returns the region's navigation layers.
</description>
</method>
+ <method name="region_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this region.
+ </description>
+ </method>
<method name="region_get_travel_cost" qualifiers="const">
<return type="float" />
<param index="0" name="region" type="RID" />
@@ -459,12 +489,20 @@
Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]).
</description>
</method>
- <method name="region_set_navpoly" qualifiers="const">
+ <method name="region_set_navigation_polygon" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="region" type="RID" />
+ <param index="1" name="navigation_polygon" type="NavigationPolygon" />
+ <description>
+ Sets the [param navigation_polygon] for the region.
+ </description>
+ </method>
+ <method name="region_set_owner_id" qualifiers="const">
<return type="void" />
<param index="0" name="region" type="RID" />
- <param index="1" name="nav_poly" type="NavigationPolygon" />
+ <param index="1" name="owner_id" type="int" />
<description>
- Sets the navigation mesh for the region.
+ Set the [code]ObjectID[/code] of the object which manages this region.
</description>
</method>
<method name="region_set_transform" qualifiers="const">
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index 255f2a902c..c156dfac16 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NavigationServer3D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="NavigationServer3D" inherits="Object" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Server interface for low-level 3D navigation access
</brief_description>
@@ -40,12 +40,12 @@
<method name="agent_set_callback" qualifiers="const">
<return type="void" />
<param index="0" name="agent" type="RID" />
- <param index="1" name="receiver" type="Object" />
+ <param index="1" name="object_id" type="int" />
<param index="2" name="method" type="StringName" />
<param index="3" name="userdata" type="Variant" default="null" />
<description>
- Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [param receiver] object with a signal to the chosen [param method] name.
- [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [param receiver].
+ Sets the callback [param object_id] and [param method] that gets called after each avoidance processing step for the [param agent]. The calculated [code]safe_velocity[/code] will be dispatched with a signal to the object just before the physics calculations.
+ [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]0[/code] ObjectID as the [param object_id].
</description>
</method>
<method name="agent_set_map" qualifiers="const">
@@ -167,6 +167,13 @@
Returns the navigation layers for this [code]link[/code].
</description>
</method>
+ <method name="link_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="link" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_get_start_location" qualifiers="const">
<return type="Vector3" />
<param index="0" name="link" type="RID" />
@@ -228,6 +235,14 @@
Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]).
</description>
</method>
+ <method name="link_set_owner_id" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="link" type="RID" />
+ <param index="1" name="owner_id" type="int" />
+ <description>
+ Set the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_set_start_location" qualifiers="const">
<return type="void" />
<param index="0" name="link" type="RID" />
@@ -410,12 +425,20 @@
[b]Note:[/b] This function is not thread safe.
</description>
</method>
- <method name="region_bake_navmesh" qualifiers="const">
+ <method name="query_path" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="parameters" type="NavigationPathQueryParameters3D" />
+ <param index="1" name="result" type="NavigationPathQueryResult3D" />
+ <description>
+ Queries a path in a given navigation map. Start and target position and other parameters are defined through [NavigationPathQueryParameters3D]. Updates the provided [NavigationPathQueryResult3D] result object with the path among other results requested by the query.
+ </description>
+ </method>
+ <method name="region_bake_navigation_mesh" qualifiers="const">
<return type="void" />
- <param index="0" name="mesh" type="NavigationMesh" />
- <param index="1" name="node" type="Node" />
+ <param index="0" name="navigation_mesh" type="NavigationMesh" />
+ <param index="1" name="root_node" type="Node" />
<description>
- Bakes the navigation mesh.
+ Bakes the [param navigation_mesh] with bake source geometry collected starting from the [param root_node].
</description>
</method>
<method name="region_create" qualifiers="const">
@@ -468,6 +491,13 @@
Returns the region's navigation layers.
</description>
</method>
+ <method name="region_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this region.
+ </description>
+ </method>
<method name="region_get_travel_cost" qualifiers="const">
<return type="float" />
<param index="0" name="region" type="RID" />
@@ -509,14 +539,22 @@
Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]).
</description>
</method>
- <method name="region_set_navmesh" qualifiers="const">
+ <method name="region_set_navigation_mesh" qualifiers="const">
<return type="void" />
<param index="0" name="region" type="RID" />
- <param index="1" name="nav_mesh" type="NavigationMesh" />
+ <param index="1" name="navigation_mesh" type="NavigationMesh" />
<description>
Sets the navigation mesh for the region.
</description>
</method>
+ <method name="region_set_owner_id" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="region" type="RID" />
+ <param index="1" name="owner_id" type="int" />
+ <description>
+ Set the [code]ObjectID[/code] of the object which manages this region.
+ </description>
+ </method>
<method name="region_set_transform" qualifiers="const">
<return type="void" />
<param index="0" name="region" type="RID" />
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 87edc7de0a..24df5977f9 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -39,7 +39,7 @@
<method name="_get_configuration_warnings" qualifiers="virtual const">
<return type="PackedStringArray" />
<description>
- The elements in the array returned from this method are displayed as warnings in the Scene Dock if the script that overrides it is a [code]tool[/code] script.
+ The elements in the array returned from this method are displayed as warnings in the Scene dock if the script that overrides it is a [code]tool[/code] script.
Returning an empty array produces no warnings.
Call [method update_configuration_warnings] when the warnings need to be updated for this node.
</description>
@@ -110,22 +110,23 @@
<return type="void" />
<param index="0" name="event" type="InputEvent" />
<description>
- Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
+ Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
This method can be used to handle Unicode character input with [kbd]Alt[/kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after shortcuts were handled.
For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
+ This method also performs better than [method _unhandled_input], since unrelated events such as [InputEventMouseMotion] are automatically filtered.
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
</description>
</method>
<method name="add_child">
<return type="void" />
<param index="0" name="node" type="Node" />
- <param index="1" name="legible_unique_name" type="bool" default="false" />
+ <param index="1" name="force_readable_name" type="bool" default="false" />
<param index="2" name="internal" type="int" enum="Node.InternalMode" default="0" />
<description>
- Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
- If [param legible_unique_name] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type.
+ Adds a child [param node]. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
+ If [param force_readable_name] is [code]true[/code], improves the readability of the added [param node]. If not named, the [param node] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations.
If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. Such nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code].The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.
[b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
[codeblocks]
@@ -145,16 +146,16 @@
[/csharp]
[/codeblocks]
If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method.
- [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
+ [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</description>
</method>
<method name="add_sibling">
<return type="void" />
<param index="0" name="sibling" type="Node" />
- <param index="1" name="legible_unique_name" type="bool" default="false" />
+ <param index="1" name="force_readable_name" type="bool" default="false" />
<description>
Adds a [param sibling] node to current's node parent, at the same level as that node, right below it.
- If [param legible_unique_name] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type.
+ If [param force_readable_name] is [code]true[/code], improves the readability of the added [param sibling]. If not named, the [param sibling] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations.
Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children.
[b]Note:[/b] If this node is internal, the new sibling will be internal too (see [code]internal[/code] parameter in [method add_child]).
</description>
@@ -179,9 +180,14 @@
<return type="Tween" />
<description>
Creates a new [Tween] and binds it to this node. This is equivalent of doing:
- [codeblock]
+ [codeblocks]
+ [gdscript]
get_tree().create_tween().bind_node(self)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GetTree().CreateTween().BindNode(this);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="duplicate" qualifiers="const">
@@ -267,13 +273,24 @@
Returns an array listing the groups that the node is a member of.
[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
[b]Note:[/b] The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over [method get_groups], use the following snippet:
- [codeblock]
+ [codeblocks]
+ [gdscript]
# Stores the node's non-internal groups only (as an array of Strings).
var non_internal_groups = []
for group in get_groups():
if not group.begins_with("_"):
non_internal_groups.push_back(group)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ // Stores the node's non-internal groups only (as a List of strings).
+ List&lt;string&gt; nonInternalGroups = new List&lt;string&gt;();
+ foreach (string group in GetGroups())
+ {
+ if (!group.BeginsWith("_"))
+ nonInternalGroups.Add(group);
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_index" qualifiers="const">
@@ -367,8 +384,11 @@
<method name="get_path_to" qualifiers="const">
<return type="NodePath" />
<param index="0" name="node" type="Node" />
+ <param index="1" name="use_unique_path" type="bool" default="false" />
<description>
Returns the relative [NodePath] from this node to the specified [param node]. Both nodes must be in the same scene or the function will fail.
+ If [param use_unique_path] is [code]true[/code], returns the shortest path considering unique node.
+ [b]Note:[/b] If you get a relative path which starts from a unique node, the path may be longer than a normal relative path due to the addition of the unique node's name.
</description>
</method>
<method name="get_physics_process_delta_time" qualifiers="const">
@@ -512,13 +532,13 @@
<method name="move_child">
<return type="void" />
<param index="0" name="child_node" type="Node" />
- <param index="1" name="to_position" type="int" />
+ <param index="1" name="to_index" type="int" />
<description>
- Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
+ Moves a child node to a different index (order) among the other children. Since calls, signals, etc. are performed by tree order, changing the order of children nodes may be useful. If [param to_index] is negative, the index will be counted from the end.
[b]Note:[/b] Internal children can only be moved within their expected "internal range" (see [code]internal[/code] parameter in [method add_child]).
</description>
</method>
- <method name="print_orphan_nodes">
+ <method name="print_orphan_nodes" qualifiers="static">
<return type="void" />
<description>
Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.
@@ -543,7 +563,7 @@
<method name="print_tree_pretty">
<return type="void" />
<description>
- Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees.
+ Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the Scene Dock. It is useful for inspecting larger trees.
[b]Example output:[/b]
[codeblock]
┖╴TheGame
@@ -577,18 +597,6 @@
Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to [method Object.free]. Use [method Object.is_queued_for_deletion] to check whether a node will be deleted at the end of the frame.
</description>
</method>
- <method name="raise">
- <return type="void" />
- <description>
- Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using [code]raise[/code], a Control will be drawn on top of its siblings.
- </description>
- </method>
- <method name="remove_and_skip">
- <return type="void" />
- <description>
- Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.
- </description>
- </method>
<method name="remove_child">
<return type="void" />
<param index="0" name="node" type="Node" />
@@ -601,7 +609,7 @@
<return type="void" />
<param index="0" name="group" type="StringName" />
<description>
- Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
+ Removes a node from the [param group]. Does nothing if the node is not in the [param group]. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="replace_by">
@@ -625,7 +633,7 @@
<return type="int" enum="Error" />
<param index="0" name="method" type="StringName" />
<description>
- Sends a remote procedure call request for the given [param method] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code].
+ Sends a remote procedure call request for the given [param method] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behavior depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code].
[b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code].
</description>
</method>
@@ -763,7 +771,7 @@
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
- [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
+ [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default).
@@ -986,7 +994,7 @@
<constant name="DUPLICATE_SCRIPTS" value="4" enum="DuplicateFlags">
Duplicate the node's scripts.
</constant>
- <constant name="DUPLICATE_USE_INSTANCING" value="8" enum="DuplicateFlags">
+ <constant name="DUPLICATE_USE_INSTANTIATION" value="8" enum="DuplicateFlags">
Duplicate using instancing.
An instance stays linked to the original so when the original changes, the instance changes too.
</constant>
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index a587811260..9d224f09b1 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -99,6 +99,9 @@
<member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation">
Global rotation in radians.
</member>
+ <member name="global_rotation_degrees" type="float" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
+ Helper property to access [member global_rotation] in degrees instead of radians.
+ </member>
<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
Global scale.
</member>
@@ -114,24 +117,19 @@
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
Rotation in radians, relative to the node's parent.
</member>
+ <member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
+ Helper property to access [member rotation] in degrees instead of radians.
+ </member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale. Unscaled value: [code](1, 1)[/code].
[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
</member>
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
+ Slants the node.
+ [b]Note:[/b] Skew is X axis only.
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
Local [Transform2D].
</member>
- <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
- If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem].
- You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree.
- </member>
- <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">
- If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
- </member>
- <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
- Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive).
- </member>
</members>
</class>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index c8e2f1ac68..1aa71113e9 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -116,7 +116,7 @@
Rotates the node so that the local forward axis (-Z) points toward the [param target] position.
The local up axis (+Y) points as close to the [param up] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero, and the direction from the node's position to the [param target] vector cannot be parallel to the [param up] vector.
- Operations take place in global space.
+ Operations take place in global space, which means that the node must be in the scene tree.
</description>
</method>
<method name="look_at_from_position">
@@ -274,6 +274,9 @@
Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
</member>
+ <member name="global_rotation_degrees" type="Vector3" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
+ Helper property to access [member global_rotation] in degrees instead of radians.
+ </member>
<member name="global_transform" type="Transform3D" setter="set_global_transform" getter="get_global_transform">
World3D space (global) [Transform3D] of this node.
</member>
@@ -287,15 +290,19 @@
Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotaton in the order specified by the [member rotation_order] property.
[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
</member>
+ <member name="rotation_degrees" type="Vector3" setter="set_rotation_degrees" getter="get_rotation_degrees">
+ Helper property to access [member rotation] in degrees instead of radians.
+ </member>
<member name="rotation_edit_mode" type="int" setter="set_rotation_edit_mode" getter="get_rotation_edit_mode" enum="Node3D.RotationEditMode" default="0">
Specify how rotation (and scale) will be presented in the editor.
</member>
- <member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="Node3D.RotationOrder" default="2">
+ <member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="EulerOrder" default="2">
Specify the axis rotation order of the [member rotation] property. The final orientation is constructed by rotating the Euler angles in the order specified by this property.
</member>
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
Scale part of the local transformation.
[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.
+ [b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light3D]s are not visually affected by [member scale].
</member>
<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">
If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space.
@@ -331,23 +338,15 @@
<constant name="NOTIFICATION_VISIBILITY_CHANGED" value="43">
Node3D nodes receives this notification when their visibility changes.
</constant>
+ <constant name="NOTIFICATION_LOCAL_TRANSFORM_CHANGED" value="44">
+ Node3D nodes receives this notification when their local transform changes. This is not received when the transform of a parent node is changed.
+ In order for [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_local_transform].
+ </constant>
<constant name="ROTATION_EDIT_MODE_EULER" value="0" enum="RotationEditMode">
</constant>
<constant name="ROTATION_EDIT_MODE_QUATERNION" value="1" enum="RotationEditMode">
</constant>
<constant name="ROTATION_EDIT_MODE_BASIS" value="2" enum="RotationEditMode">
</constant>
- <constant name="ROTATION_ORDER_XYZ" value="0" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_XZY" value="1" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_YXZ" value="2" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_YZX" value="3" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_ZXY" value="4" enum="RotationOrder">
- </constant>
- <constant name="ROTATION_ORDER_ZYX" value="5" enum="RotationOrder">
- </constant>
</constants>
</class>
diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml
index 9db100c9f8..c82ed5f143 100644
--- a/doc/classes/NodePath.xml
+++ b/doc/classes/NodePath.xml
@@ -4,7 +4,7 @@
Pre-parsed scene tree path.
</brief_description>
<description>
- A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path.
+ A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path.
You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
Some examples of NodePaths include the following:
@@ -187,12 +187,14 @@
<return type="bool" />
<param index="0" name="right" type="NodePath" />
<description>
+ Returns [code]true[/code] if two node paths are not equal.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="NodePath" />
<description>
+ Returns [code]true[/code] if two node paths are equal, i.e. all node names in the path are the same and in the same order.
</description>
</operator>
</operators>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 059766656f..0efc6ab399 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -4,7 +4,8 @@
Operating System functions.
</brief_description>
<description>
- Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc.
+ Operating System functions. [OS] wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, delays, environment variables, execution of binaries, command line, etc.
+ [b]Note:[/b] In Godot 4, [OS] functions related to window management were moved to the [DisplayServer] singleton.
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
@@ -18,12 +19,6 @@
Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed.
</description>
</method>
- <method name="can_use_threads" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if the current host platform is using multiple threads.
- </description>
- </method>
<method name="close_midi_inputs">
<return type="void" />
<description>
@@ -139,7 +134,7 @@
<method name="get_cache_dir" qualifiers="const">
<return type="String" />
<description>
- Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
+ Returns the [i]global[/i] cache data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description>
</method>
@@ -187,17 +182,19 @@
<method name="get_cmdline_user_args">
<return type="PackedStringArray" />
<description>
- Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] argument). These are left untouched by Godot for the user.
+ Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] or double plus [code]++[/code] argument). These are left untouched by Godot for the user. [code]++[/code] can be used in situations where [code]--[/code] is intercepted by another program (such as [code]startx[/code]).
For example, in the command line below, [code]--fullscreen[/code] will not be returned in [method get_cmdline_user_args] and [code]--level 1[/code] will only be returned in [method get_cmdline_user_args]:
[codeblock]
godot --fullscreen -- --level 1
+ # Or:
+ godot --fullscreen ++ --level 1
[/codeblock]
</description>
</method>
<method name="get_config_dir" qualifiers="const">
<return type="String" />
<description>
- Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
+ Returns the [i]global[/i] user configuration directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description>
</method>
@@ -205,17 +202,26 @@
<return type="PackedStringArray" />
<description>
Returns an array of MIDI device names.
- The returned array will be empty if the system MIDI driver has not previously been initialised with [method open_midi_inputs].
+ The returned array will be empty if the system MIDI driver has not previously been initialized with [method open_midi_inputs].
[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
</description>
</method>
<method name="get_data_dir" qualifiers="const">
<return type="String" />
<description>
- Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
+ Returns the [i]global[/i] user data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir].
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description>
</method>
+ <method name="get_distribution_name" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the name of the distribution for Linux and BSD platforms (e.g. Ubuntu, Manjaro, OpenBSD, etc.).
+ Returns the same value as [method get_name] for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as LineageOS.
+ Returns the same value as [method get_name] for other platforms.
+ [b]Note:[/b] This method is not supported on the web platform. It returns an empty string.
+ </description>
+ </method>
<method name="get_environment" qualifiers="const">
<return type="String" />
<param index="0" name="variable" type="String" />
@@ -388,18 +394,38 @@
<method name="get_system_font_path" qualifiers="const">
<return type="String" />
<param index="0" name="font_name" type="String" />
- <param index="1" name="bold" type="bool" default="false" />
- <param index="2" name="italic" type="bool" default="false" />
+ <param index="1" name="weight" type="int" default="400" />
+ <param index="2" name="stretch" type="int" default="100" />
+ <param index="3" name="italic" type="bool" default="false" />
<description>
- Returns path to the system font file with [param font_name] and style. Return empty string if no matching fonts found.
- [b]Note:[/b] This method is implemented on iOS, Linux, macOS and Windows.
+ Returns path to the system font file with [param font_name] and style. Returns empty string if no matching fonts found.
+ The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".
+ [b]Note:[/b] Returned font might have different style if the requested style is not available.
+ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
+ </description>
+ </method>
+ <method name="get_system_font_path_for_text" qualifiers="const">
+ <return type="PackedStringArray" />
+ <param index="0" name="font_name" type="String" />
+ <param index="1" name="text" type="String" />
+ <param index="2" name="locale" type="String" default="&quot;&quot;" />
+ <param index="3" name="script" type="String" default="&quot;&quot;" />
+ <param index="4" name="weight" type="int" default="400" />
+ <param index="5" name="stretch" type="int" default="100" />
+ <param index="6" name="italic" type="bool" default="false" />
+ <description>
+ Returns an array of the system substitute font file paths, which are similar to the font with [param font_name] and style for the specified text, locale and script. Returns empty array if no matching fonts found.
+ The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".
+ [b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned fonts is suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used.
+ [b]Note:[/b] Returned fonts might have different style if the requested style is not available or belong to a different font family.
+ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
</description>
</method>
<method name="get_system_fonts" qualifiers="const">
<return type="PackedStringArray" />
<description>
Returns list of font family names available.
- [b]Note:[/b] This method is implemented on iOS, Linux, macOS and Windows.
+ [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
</description>
</method>
<method name="get_thread_caller_id" qualifiers="const">
@@ -430,6 +456,27 @@
Not to be confused with [method get_data_dir], which returns the [i]global[/i] (non-project-specific) user home directory.
</description>
</method>
+ <method name="get_version" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds.
+ For Windows, the major and minor version are returned, as well as the build number. For example, the returned string can look like [code]10.0.9926[/code] for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a build of Windows 7 SP1.
+ For rolling distributions, such as Arch Linux, an empty string is returned.
+ For macOS and iOS, the major and minor version are returned, as well as the patch number.
+ For UWP, the device family version is returned.
+ For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead.
+ [b]Note:[/b] This method is not supported on the web platform. It returns an empty string.
+ </description>
+ </method>
+ <method name="get_video_adapter_driver_info" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns the video adapter driver name and version for the user's currently active graphics card.
+ The first element holds the driver name, such as [code]nvidia[/code], [code]amdgpu[/code], etc.
+ The second element holds the driver version. For e.g. the [code]nvidia[/code] driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/code]. For Windows, the driver's format is [code]31.0.15.1659[/code].
+ [b]Note:[/b] This method is only supported on the platforms Linux/BSD and Windows when not running in headless mode. It returns an empty array on other platforms.
+ </description>
+ </method>
<method name="has_environment" qualifiers="const">
<return type="bool" />
<param index="0" name="variable" type="String" />
@@ -442,7 +489,7 @@
<return type="bool" />
<param index="0" name="tag_name" type="String" />
<description>
- Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
+ Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive.
</description>
</method>
@@ -501,13 +548,19 @@
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
- Moves the file or directory to the system's recycle bin. See also [method Directory.remove].
- The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported project.
+ Moves the file or directory to the system's recycle bin. See also [method DirAccess.remove].
+ The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported projects.
[b]Note:[/b] If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var file_to_remove = "user://slot1.sav"
OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var fileToRemove = "user://slot1.sav";
+ OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="open_midi_inputs">
@@ -517,6 +570,14 @@
[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
</description>
</method>
+ <method name="read_string_from_stdin">
+ <return type="String" />
+ <param index="0" name="block" type="bool" default="true" />
+ <description>
+ Reads a user input string from the standard input (usually the terminal).
+ [b]Note:[/b] This method is implemented on Linux, macOS and Windows. Non-blocking reads are not currently supported on any platform.
+ </description>
+ </method>
<method name="request_permission">
<return type="bool" />
<param index="0" name="name" type="String" />
@@ -587,11 +648,11 @@
</member>
</members>
<constants>
- <constant name="VIDEO_DRIVER_VULKAN" value="0" enum="VideoDriver">
- The Vulkan rendering backend. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available.
+ <constant name="RENDERING_DRIVER_VULKAN" value="0" enum="RenderingDriver">
+ The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available.
</constant>
- <constant name="VIDEO_DRIVER_OPENGL_3" value="1" enum="VideoDriver">
- The OpenGL 3 rendering backend. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web.
+ <constant name="RENDERING_DRIVER_OPENGL3" value="1" enum="RenderingDriver">
+ The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web.
</constant>
<constant name="DAY_SUNDAY" value="0" enum="Weekday">
Sunday.
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 3c71a02a21..e015bec134 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -1,33 +1,27 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Base class for all non-built-in types.
+ Base class for all other classes in the engine.
</brief_description>
<description>
- Every class which is not a built-in type inherits from this class.
- You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#.
- Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++.
- Some classes that extend Object add memory management. This is the case of [RefCounted], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
- Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
- Property membership can be tested directly in GDScript using [code]in[/code]:
- [codeblocks]
- [gdscript]
- var n = Node2D.new()
- print("position" in n) # Prints "true".
- print("other_property" in n) # Prints "false".
- [/gdscript]
- [csharp]
- var node = new Node2D();
- // C# has no direct equivalent to GDScript's `in` operator here, but we
- // can achieve the same behavior by performing `Get` with a null check.
- GD.Print(node.Get("position") != null); // Prints "true".
- GD.Print(node.Get("other_property") != null); // Prints "false".
- [/csharp]
- [/codeblocks]
- The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code].
- Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
- [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object].
- [b]Note:[/b] The [code]script[/code] property is not exposed like most properties, but it does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]).
+ An advanced [Variant] type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a [Sprite2D] instance is able to call [method Node.add_child] because it inherits from [Node].
+ You can create new instances, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#.
+ To delete an Object instance, call [method free]. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, [RefCounted] (and by extension [Resource]) deletes itself when no longer referenced, and [Node] deletes its children when freed.
+ Objects can have a [Script] attached to them. Once the [Script] is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals.
+ Inside a [Script], [method _get_property_list] may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation.
+ Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as [method set], [method get], [method call], [method has_method], [method has_signal], etc. Note that these methods are [b]much[/b] slower than direct references.
+ In GDScript, you can also check if a given property, method, or signal name exists in an object with the [code]in[/code] operator:
+ [codeblock]
+ var node = Node.new()
+ print("name" in node) # Prints true
+ print("get_parent" in node) # Prints true
+ print("tree_entered" in node) # Prints true
+ print("unknown" in node) # Prints false
+ [/codeblock]
+ Notifications are [int] constants commonly sent and received by objects. For example, on every rendered frame, the [SceneTree] notifies nodes inside the tree with a [constant Node.NOTIFICATION_PROCESS]. The nodes receive it and may call [method Node._process] to update. To make use of notifications, see [method notification] and [method _notification].
+ Lastly, every object can also contain metadata (data about data). [method set_meta] can be useful to store information that the object itself does not depend on. To keep your code clean, making excessive use of metadata is discouraged.
+ [b]Note:[/b] Unlike references to a [RefCounted], references to an object stored in a variable can become invalid without being set to [code]null[/code]. To check if an object has been deleted, do [i]not[/i] compare it against [code]null[/code]. Instead, use [method @GlobalScope.is_instance_valid]. It's also recommended to inherit from [RefCounted] for classes storing data instead of [Object].
+ [b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively.
</description>
<tutorials>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
@@ -38,46 +32,174 @@
<return type="Variant" />
<param index="0" name="property" type="StringName" />
<description>
- Virtual method which can be overridden to customize the return value of [method get].
- Returns the given property. Returns [code]null[/code] if the [param property] does not exist.
+ Override this method to customize the behavior of [method get]. Should return the given [param property]'s value, or [code]null[/code] if the [param property] should be handled normally.
+ Combined with [method _set] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in [method get_property_list], otherwise this method will not be called.
+ [codeblocks]
+ [gdscript]
+ func _get(property):
+ if (property == "fake_property"):
+ print("Getting my property!")
+ return 4
+
+ func _get_property_list():
+ return [
+ { "name": "fake_property", "type": TYPE_INT }
+ ]
+ [/gdscript]
+ [csharp]
+ public override Variant _Get(StringName property)
+ {
+ if (property == "FakeProperty")
+ {
+ GD.Print("Getting my property!");
+ return 4;
+ }
+ return default;
+ }
+
+ public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
+ {
+ return new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "FakeProperty" },
+ { "type", (int)Variant.Type.Int }
+ }
+ };
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="_get_property_list" qualifiers="virtual">
<return type="Dictionary[]" />
<description>
- Virtual method which can be overridden to customize the return value of [method get_property_list].
- Returns the object's property list as an [Array] of dictionaries.
- Each property's [Dictionary] must contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
+ Override this method to customize how script properties should be handled by the engine.
+ Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries.
+ The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]:
+ [codeblocks]
+ [gdscript]
+ @tool
+ extends Node2D
+
+ @export var holding_hammer = false:
+ set(value):
+ holding_hammer = value
+ notify_property_list_changed()
+ var hammer_type = 0
+
+ func _get_property_list():
+ # By default, `hammer_type` is not visible in the editor.
+ var property_usage = PROPERTY_USAGE_NO_EDITOR
+
+ if holding_hammer:
+ property_usage = PROPERTY_USAGE_DEFAULT
+
+ var properties = []
+ properties.append({
+ "name": "hammer_type",
+ "type": TYPE_INT,
+ "usage": property_usage, # See above assignment.
+ "hint": PROPERTY_HINT_ENUM,
+ "hint_string": "Wooden,Iron,Golden,Enchanted"
+ })
+
+ return properties
+ [/gdscript]
+ [csharp]
+ [Tool]
+ public class MyNode2D : Node2D
+ {
+ private bool _holdingHammer;
+
+ [Export]
+ public bool HoldingHammer
+ {
+ get =&gt; _holdingHammer;
+ set
+ {
+ _holdingHammer = value;
+ NotifyPropertyListChanged();
+ }
+ }
+
+ public int HammerType { get; set; }
+
+ public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
+ {
+ // By default, `HammerType` is not visible in the editor.
+ var propertyUsage = PropertyUsageFlags.NoEditor;
+
+ if (HoldingHammer)
+ {
+ propertyUsage = PropertyUsageFlags.Default;
+ }
+
+ var properties = new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;();
+ properties.Add(new Godot.Collections.Dictionary()
+ {
+ { "name", "HammerType" },
+ { "type", (int)Variant.Type.Int },
+ { "usage", (int)propertyUsage }, // See above assignment.
+ { "hint", (int)PropertyHint.Enum },
+ { "hint_string", "Wooden,Iron,Golden,Enchanted" }
+ });
+
+ return properties;
+ }
+ }
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc.
+ [b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor.
</description>
</method>
<method name="_init" qualifiers="virtual">
<return type="void" />
<description>
- Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing.
- [b]Note:[/b] If [method _init] is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as [method PackedScene.instantiate]) is used, then initialization will fail.
+ Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages.
+ [b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, the Object with script may only be created directly. If any other means (such as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the script's initialization will fail.
</description>
</method>
<method name="_notification" qualifiers="virtual">
<return type="void" />
<param index="0" name="what" type="int" />
<description>
- Called whenever the object receives a notification, which is identified in [param what] by a constant. The base [Object] has two constants [constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more notifications which are also received by this method.
+ Called when the object receives a notification, which can be identified in [param what] by comparing it with a constant. See also [method notification].
+ [codeblocks]
+ [gdscript]
+ func _notification(what):
+ if what == NOTIFICATION_PREDELETE:
+ print("Goodbye!")
+ [/gdscript]
+ [csharp]
+ public override void _Notification(long what)
+ {
+ if (what == NotificationPredelete)
+ {
+ GD.Print("Goodbye!");
+ }
+ }
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] The base [Object] defines a few notifications ([constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). Inheriting classes such as [Node] define a lot more notifications, which are also received by this method.
</description>
</method>
<method name="_property_can_revert" qualifiers="virtual">
<return type="bool" />
<param index="0" name="property" type="StringName" />
<description>
- Virtual methods that can be overridden to customize the property revert behavior in the editor.
- Returns [code]true[/code] if the property identified by [code]name[/code] can be reverted to a default value. Override [method _property_get_revert] to return the actual value.
+ Override this method to customize the given [param property]'s revert behavior. Should return [code]true[/code] if the [param property] can be reverted in the Inspector dock. Use [method _property_get_revert] to specify the [param property]'s default value.
+ [b]Note:[/b] This method must return consistently, regardless of the current value of the [param property].
</description>
</method>
<method name="_property_get_revert" qualifiers="virtual">
<return type="Variant" />
<param index="0" name="property" type="StringName" />
<description>
- Virtual methods that can be overridden to customize the property revert behavior in the editor.
- Returns the default value of the property identified by [code]name[/code]. [method _property_can_revert] must be overridden as well for this method to be called.
+ Override this method to customize the given [param property]'s revert behavior. Should return the default value for the [param property]. If the default value differs from the [param property]'s current value, a revert icon is displayed in the Inspector dock.
+ [b]Note:[/b] [method _property_can_revert] must also be overridden for this method to be called.
</description>
</method>
<method name="_set" qualifiers="virtual">
@@ -85,15 +207,58 @@
<param index="0" name="property" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
- Virtual method which can be overridden to customize the return value of [method set].
- Sets a property. Returns [code]true[/code] if the [param property] exists.
+ Override this method to customize the behavior of [method set]. Should set the [param property] to [param value] and return [code]true[/code], or [code]false[/code] if the [param property] should be handled normally. The [i]exact[/i] way to set the [param property] is up to this method's implementation.
+ Combined with [method _get] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property [i]must[/i] be present in [method get_property_list], otherwise this method will not be called.
+ [codeblocks]
+ [gdscript]
+ func _set(property, value):
+ if (property == "fake_property"):
+ print("Setting my property to ", value)
+
+ func _get_property_list():
+ return [
+ { "name": "fake_property", "type": TYPE_INT }
+ ]
+ [/gdscript]
+ [csharp]
+ public override void _Set(StringName property, Variant value)
+ {
+ if (property == "FakeProperty")
+ {
+ GD.Print($"Setting my property to {value}");
+ return true;
+ }
+
+ return false;
+ }
+
+ public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
+ {
+ return new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "FakeProperty" },
+ { "type", (int)Variant.Type.Int }
+ }
+ };
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="_to_string" qualifiers="virtual">
<return type="String" />
<description>
- Virtual method which can be overridden to customize the return value of [method to_string], and thus the object's representation where it is converted to a string, e.g. with [code]print(obj)[/code].
- Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
+ Override this method to customize the return value of [method to_string], and therefore the object's representation as a [String].
+ [codeblock]
+ func _to_string():
+ return "Welcome to Godot 4!"
+
+ func _init():
+ print(self) # Prints Welcome to Godot 4!"
+ var a = str(self) # a is "Welcome to Godot 4!"
+ [/codeblock]
</description>
</method>
<method name="add_user_signal">
@@ -101,14 +266,37 @@
<param index="0" name="signal" type="String" />
<param index="1" name="arguments" type="Array" default="[]" />
<description>
- Adds a user-defined [param signal]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.
+ Adds a user-defined [param signal]. Optional arguments for the signal can be added as an [Array] of dictionaries, each defining a [code]name[/code] [String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also [method has_user_signal].
+ [codeblocks]
+ [gdscript]
+ add_user_signal("hurt", [
+ { "name": "damage", "type": TYPE_INT },
+ { "name": "source", "type": TYPE_OBJECT }
+ ])
+ [/gdscript]
+ [csharp]
+ AddUserSignal("Hurt", new Godot.Collections.Array()
+ {
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "damage" },
+ { "type", (int)Variant.Type.Int }
+ },
+ new Godot.Collections.Dictionary()
+ {
+ { "name", "source" },
+ { "type", (int)Variant.Type.Object }
+ }
+ });
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="call" qualifiers="vararg">
<return type="Variant" />
<param index="0" name="method" type="StringName" />
<description>
- Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
[codeblocks]
[gdscript]
var node = Node3D.new()
@@ -119,14 +307,14 @@
node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="call_deferred" qualifiers="vararg">
<return type="Variant" />
<param index="0" name="method" type="StringName" />
<description>
- Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
[codeblocks]
[gdscript]
var node = Node3D.new()
@@ -137,7 +325,7 @@
node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
- [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="callv">
@@ -145,7 +333,7 @@
<param index="0" name="method" type="StringName" />
<param index="1" name="arg_array" type="Array" />
<description>
- Calls the [param method] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
+ Calls the [param method] on the object and returns the result. Unlike [method call], this method expects all parameters to be contained inside [param arg_array].
[codeblocks]
[gdscript]
var node = Node3D.new()
@@ -156,12 +344,13 @@
node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
[/csharp]
[/codeblocks]
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call
</description>
</method>
<method name="can_translate_messages" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].
+ Returns [code]true[/code] if the object is allowed to translate messages with [method tr] and [method tr_n]. See also [method set_message_translation].
</description>
</method>
<method name="connect">
@@ -170,23 +359,23 @@
<param index="1" name="callable" type="Callable" />
<param index="2" name="flags" type="int" default="0" />
<description>
- Connects a [param signal] to a [param callable]. Use [param flags] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
- A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
- If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
+ Connects a [param signal] by name to a [param callable]. Optional [param flags] can be also added to configure the connection's behavior (see [enum ConnectFlags] constants).
+ A signal can only be connected once to the same [Callable]. If the signal is already connected, this method returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections.
+ If the [param callable]'s object is freed, the connection will be lost.
[b]Examples with recommended syntax:[/b]
- Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#.
+ Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach.
[codeblocks]
[gdscript]
func _ready():
var button = Button.new()
- # `button_down` here is a Signal object, and we thus call the Signal.connect() method,
- # not Object.connect(). See discussion below for a more in-depth overview of the API.
+ # `button_down` here is a Signal variant type, and we thus call the Signal.connect() method, not Object.connect().
+ # See discussion below for a more in-depth overview of the API.
button.button_down.connect(_on_button_down)
- # This assumes that a `Player` class exists which defines a `hit` signal.
+ # This assumes that a `Player` class exists, which defines a `hit` signal.
var player = Player.new()
- # We use Signal.connect() again, and we also use the Callable.bind() method which
- # returns a new Callable with the parameter binds.
+ # We use Signal.connect() again, and we also use the Callable.bind() method,
+ # which returns a new Callable with the parameter binds.
player.hit.connect(_on_player_hit.bind("sword", 100))
func _on_button_down():
@@ -202,7 +391,7 @@
// C# supports passing signals as events, so we can use this idiomatic construct:
button.ButtonDown += OnButtonDown;
- // This assumes that a `Player` class exists which defines a `Hit` signal.
+ // This assumes that a `Player` class exists, which defines a `Hit` signal.
var player = new Player();
// Signals as events (`player.Hit += OnPlayerHit;`) do not support argument binding. You have to use:
player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array {"sword", 100 });
@@ -259,44 +448,41 @@
}
[/csharp]
[/codeblocks]
- While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will print a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
- [b]Parameter bindings and passing:[/b]
- For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds.
- One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters.
+ While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), [b]option 3[/b] offers the best validation: it will print a compile-time error if either the [code]button_down[/code] [Signal] or the [code]_on_button_down[/code] [Callable] are not defined. On the other hand, [b]option 2[/b] only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
+ [b]Binding and passing parameters:[/b]
+ The syntax to bind parameters is through [method Callable.bind], which returns a copy of the [Callable] with its parameters bound.
+ When calling [method emit_signal], the signal parameters can be also passed. The examples below show the relationship between these signal parameters and bound parameters.
[codeblocks]
[gdscript]
func _ready():
- # This assumes that a `Player` class exists which defines a `hit` signal.
+ # This assumes that a `Player` class exists, which defines a `hit` signal.
var player = Player.new()
- # Option 1: Using Callable.bind().
player.hit.connect(_on_player_hit.bind("sword", 100))
- # Option 2: Using a `binds` Array in Signal.connect() (same syntax for Object.connect()).
- player.hit.connect(_on_player_hit, ["sword", 100])
# Parameters added when emitting the signal are passed first.
player.emit_signal("hit", "Dark lord", 5)
- # Four arguments, since we pass two when emitting (hit_by, level)
- # and two when connecting (weapon_type, damage).
+ # We pass two arguments when emitting (`hit_by`, `level`),
+ # and bind two more arguments when connecting (`weapon_type`, `damage`).
func _on_player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (level %d) with weapon %s for %d damage." % [hit_by, level, weapon_type, damage])
[/gdscript]
[csharp]
public override void _Ready()
{
- // This assumes that a `Player` class exists which defines a `Hit` signal.
+ // This assumes that a `Player` class exists, which defines a `Hit` signal.
var player = new Player();
// Option 1: Using Callable.Bind(). This way we can still use signals as events.
player.Hit += OnPlayerHit.Bind("sword", 100);
- // Option 2: Using a `binds` Array in Signal.Connect() (same syntax for Object.Connect()).
+ // Option 2: Using a `binds` Array in Signal.Connect().
player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 });
// Parameters added when emitting the signal are passed first.
player.EmitSignal("hit", "Dark lord", 5);
}
- // Four arguments, since we pass two when emitting (hitBy, level)
- // and two when connecting (weaponType, damage).
+ // We pass two arguments when emitting (`hit_by`, `level`),
+ // and bind two more arguments when connecting (`weapon_type`, `damage`).
private void OnPlayerHit(string hitBy, int level, string weaponType, int damage)
{
GD.Print(String.Format("Hit by {0} (level {1}) with weapon {2} for {3} damage.", hitBy, level, weaponType, damage));
@@ -310,71 +496,98 @@
<param index="0" name="signal" type="StringName" />
<param index="1" name="callable" type="Callable" />
<description>
- Disconnects a [param signal] from a given [param callable].
- If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists.
+ Disconnects a [param signal] by name from a given [param callable]. If the connection does not exist, generates an error. Use [method is_connected] to make sure that the connection exists.
</description>
</method>
<method name="emit_signal" qualifiers="vararg">
<return type="int" enum="Error" />
<param index="0" name="signal" type="StringName" />
<description>
- Emits the given [param signal]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Emits the given [param signal] by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see [method add_user_signal]). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
+ Returns [constant ERR_UNAVAILABLE] if [param signal] does not exist or the parameters are invalid.
[codeblocks]
[gdscript]
emit_signal("hit", "sword", 100)
emit_signal("game_over")
[/gdscript]
[csharp]
- EmitSignal("hit", "sword", 100);
- EmitSignal("game_over");
+ EmitSignal("Hit", "sword", 100);
+ EmitSignal("GameOver");
[/csharp]
[/codeblocks]
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="free">
<return type="void" />
<description>
- Deletes the object from memory. Any pre-existing reference to the freed object will become invalid, e.g. [code]is_instance_valid(object)[/code] will return [code]false[/code].
+ Deletes the object from memory. Pre-existing references to the object become invalid, and any attempt to access them will result in a run-time error. Checking the references with [method @GlobalScope.is_instance_valid] will return [code]false[/code].
</description>
</method>
<method name="get" qualifiers="const">
<return type="Variant" />
<param index="0" name="property" type="StringName" />
<description>
- Returns the [Variant] value of the given [param property]. If the [param property] doesn't exist, this will return [code]null[/code].
- [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
+ Returns the [Variant] value of the given [param property]. If the [param property] does not exist, this method returns [code]null[/code].
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ node.rotation = 1.5
+ var a = node.get("rotation") # a is 1.5
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.Rotation = 1.5f;
+ var a = node.Get("rotation"); // a is 1.5
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="get_class" qualifiers="const">
<return type="String" />
<description>
- Returns the object's class as a [String]. See also [method is_class].
- [b]Note:[/b] [method get_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, the base class name will be returned instead.
+ Returns the object's built-in class name, as a [String]. See also [method is_class].
+ [b]Note:[/b] This method ignores [code]class_name[/code] declarations. If this object's script has defined a [code]class_name[/code], the base, built-in class name is returned instead.
</description>
</method>
<method name="get_incoming_connections" qualifiers="const">
<return type="Dictionary[]" />
<description>
- Returns an [Array] of dictionaries with information about signals that are connected to the object.
- Each [Dictionary] contains three String entries:
- - [code]source[/code] is a reference to the signal emitter.
- - [code]signal_name[/code] is the name of the connected signal.
- - [code]method_name[/code] is the name of the method to which the signal is connected.
+ Returns an [Array] of signal connections received by this object. Each connection is represented as a [Dictionary] that contains three entries:
+ - [code]signal[/code] is a reference to the [Signal];
+ - [code]callable[/code] is a reference to the [Callable];
+ - [code]flags[/code] is a combination of [enum ConnectFlags].
</description>
</method>
<method name="get_indexed" qualifiers="const">
<return type="Variant" />
- <param index="0" name="property" type="NodePath" />
+ <param index="0" name="property_path" type="NodePath" />
<description>
- Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
- [b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't support actual paths to [Node]s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use [method Node.get_node_and_resource] instead.
+ Gets the object's property indexed by the given [param property_path]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties.
+ [b]Examples:[/b] [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ node.position = Vector2(5, -10)
+ var a = node.get_indexed("position") # a is Vector2(5, -10)
+ var b = node.get_indexed("position:y") # b is -10
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.Position = new Vector2(5, -10);
+ var a = node.GetIndexed("position"); // a is Vector2(5, -10)
+ var b = node.GetIndexed("position:y"); // b is -10
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties.
+ [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead.
</description>
</method>
<method name="get_instance_id" qualifiers="const">
<return type="int" />
<description>
- Returns the object's unique instance ID.
- This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GlobalScope.instance_from_id].
+ Returns the object's unique instance ID. This ID can be saved in [EncodedObjectAsID], and can be used to retrieve this object instance with [method @GlobalScope.instance_from_id].
</description>
</method>
<method name="get_meta" qualifiers="const">
@@ -382,47 +595,62 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="default" type="Variant" default="null" />
<description>
- Returns the object's metadata entry for the given [param name].
- Throws error if the entry does not exist, unless [param default] is not [code]null[/code] (in which case the default value will be returned). See also [method has_meta], [method set_meta] and [method remove_meta].
- [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the inspector and should not be edited.
+ Returns the object's metadata value for the given entry [param name]. If the entry does not exist, returns [param default]. If [param default] is [code]null[/code], an error is also generated.
+ [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector dock and should not be edited.
</description>
</method>
<method name="get_meta_list" qualifiers="const">
<return type="PackedStringArray" />
<description>
- Returns the object's metadata as a [PackedStringArray].
+ Returns the object's metadata entry names as a [PackedStringArray].
</description>
</method>
<method name="get_method_list" qualifiers="const">
<return type="Dictionary[]" />
<description>
- Returns the object's methods and their signatures as an [Array].
+ Returns this object's methods and their signatures as an [Array] of dictionaries. Each [Dictionary] contains the following entries:
+ - [code]name[/code] is the name of the method, as a [String];
+ - [code]args[/code] is an [Array] of dictionaries representing the arguments;
+ - [code]default_args[/code] is the default arguments as an [Array] of variants;
+ - [code]flags[/code] is a combination of [enum MethodFlags];
+ - [code]id[/code] is the method's internal identifier [int];
+ - [code]return[/code] is the returned value, as a [Dictionary];
+ [b]Note:[/b] The dictionaries of [code]args[/code] and [code]return[/code] are formatted identically to the results of [method get_property_list], although not all entries are used.
</description>
</method>
<method name="get_property_list" qualifiers="const">
<return type="Dictionary[]" />
<description>
- Returns the object's property list as an [Array] of dictionaries.
- Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
+ Returns the object's property list as an [Array] of dictionaries. Each [Dictionary] contains the following entries:
+ - [code]name[/code] is the property's name, as a [String];
+ - [code]class_name[/code] is an empty [StringName], unless the property is [constant TYPE_OBJECT] and it inherits from a class;
+ - [code]type[/code] is the property's type, as an [int] (see [enum Variant.Type]);
+ - [code]hint[/code] is [i]how[/i] the property is meant to be edited (see [enum PropertyHint]);
+ - [code]hint_string[/code] depends on the hint (see [enum PropertyHint]);
+ - [code]usage[/code] is a combination of [enum PropertyUsageFlags].
</description>
</method>
<method name="get_script" qualifiers="const">
<return type="Variant" />
<description>
- Returns the object's [Script] instance, or [code]null[/code] if none is assigned.
+ Returns the object's [Script] instance, or [code]null[/code] if no script is attached.
</description>
</method>
<method name="get_signal_connection_list" qualifiers="const">
<return type="Dictionary[]" />
<param index="0" name="signal" type="StringName" />
<description>
- Returns an [Array] of connections for the given [param signal].
+ Returns an [Array] of connections for the given [param signal] name. Each connection is represented as a [Dictionary] that contains three entries:
+ - [code]signal[/code] is a reference to the [Signal];
+ - [code]callable[/code] is a reference to the [Callable];
+ - [code]flags[/code] is a combination of [enum ConnectFlags].
</description>
</method>
<method name="get_signal_list" qualifiers="const">
<return type="Dictionary[]" />
<description>
- Returns the list of signals as an [Array] of dictionaries.
+ Returns the list of existing signals as an [Array] of dictionaries.
+ [b]Note:[/b] Due of the implementation, each [Dictionary] is formatted very similarly to the returned values of [method get_method_list].
</description>
</method>
<method name="has_meta" qualifiers="const">
@@ -430,34 +658,36 @@
<param index="0" name="name" type="StringName" />
<description>
Returns [code]true[/code] if a metadata entry is found with the given [param name]. See also [method get_meta], [method set_meta] and [method remove_meta].
- [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the inspector and should not be edited.
+ [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
</description>
</method>
<method name="has_method" qualifiers="const">
<return type="bool" />
<param index="0" name="method" type="StringName" />
<description>
- Returns [code]true[/code] if the object contains the given [param method].
+ Returns [code]true[/code] if the the given [param method] name exists in the object.
+ [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="has_signal" qualifiers="const">
<return type="bool" />
<param index="0" name="signal" type="StringName" />
<description>
- Returns [code]true[/code] if the given [param signal] exists.
+ Returns [code]true[/code] if the given [param signal] name exists in the object.
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="has_user_signal" qualifiers="const">
<return type="bool" />
<param index="0" name="signal" type="StringName" />
<description>
- Returns [code]true[/code] if the given user-defined [param signal] exists. Only signals added using [method add_user_signal] are taken into account.
+ Returns [code]true[/code] if the given user-defined [param signal] name exists. Only signals added with [method add_user_signal] are included.
</description>
</method>
<method name="is_blocking_signals" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if signal emission blocking is enabled.
+ Returns [code]true[/code] if the object is blocking its signals from being emitted. See [method set_block_signals].
</description>
</method>
<method name="is_class" qualifiers="const">
@@ -465,7 +695,21 @@
<param index="0" name="class" type="String" />
<description>
Returns [code]true[/code] if the object inherits from the given [param class]. See also [method get_class].
- [b]Note:[/b] [method is_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, [method is_class] will return [code]false[/code] for that name.
+ [codeblocks]
+ [gdscript]
+ var sprite2d = Sprite2D.new()
+ sprite2d.is_class("Sprite2D") # Returns true
+ sprite2d.is_class("Node") # Returns true
+ sprite2d.is_class("Node3D") # Returns false
+ [/gdscript]
+ [csharp]
+ var sprite2d = new Sprite2D();
+ sprite2d.IsClass("Sprite2D"); // Returns true
+ sprite2d.IsClass("Node"); // Returns true
+ sprite2d.IsClass("Node3D"); // Returns false
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script.
</description>
</method>
<method name="is_connected" qualifiers="const">
@@ -473,7 +717,8 @@
<param index="0" name="signal" type="StringName" />
<param index="1" name="callable" type="Callable" />
<description>
- Returns [code]true[/code] if a connection exists for a given [param signal] and [param callable].
+ Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable].
+ [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="is_queued_for_deletion" qualifiers="const">
@@ -487,22 +732,60 @@
<param index="0" name="what" type="int" />
<param index="1" name="reversed" type="bool" default="false" />
<description>
- Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
- If [param reversed] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [param reversed] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
+ Sends the given [param what] notification to all classes inherited by the object, triggering calls to [method _notification], starting from the highest ancestor (the [Object] class) and going down to the object's script.
+ If [param reversed] is [code]true[/code], the call order is reversed.
+ [codeblocks]
+ [gdscript]
+ var player = Node2D.new()
+ player.set_script(load("res://player.gd"))
+
+ player.notification(NOTIFICATION_ENTER_TREE)
+ # The call order is Object -&gt; Node -&gt; Node2D -&gt; player.gd.
+
+ player.notification(NOTIFICATION_ENTER_TREE, true)
+ # The call order is player.gd -&gt; Node2D -&gt; Node -&gt; Object.
+ [/gdscript]
+ [csharp]
+ var player = new Node2D();
+ player.SetScript(GD.Load("res://player.gd"));
+
+ player.Notification(NotificationEnterTree);
+ // The call order is Object -&gt; Node -&gt; Node2D -&gt; player.gd.
+
+ player.notification(NotificationEnterTree, true);
+ // The call order is player.gd -&gt; Node2D -&gt; Node -&gt; Object.
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="notify_property_list_changed">
<return type="void" />
<description>
- Notify the editor that the property list has changed by emitting the [signal property_list_changed] signal, so that editor plugins can take the new values into account.
+ Emits the [signal property_list_changed] signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
+ </description>
+ </method>
+ <method name="property_can_revert" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="property" type="StringName" />
+ <description>
+ Returns [code]true[/code] if the given [param property] has a custom default value. Use [method property_get_revert] to get the [param property]'s default value.
+ [b]Note:[/b] This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns [code]false[/code].
+ </description>
+ </method>
+ <method name="property_get_revert" qualifiers="const">
+ <return type="Variant" />
+ <param index="0" name="property" type="StringName" />
+ <description>
+ Returns the custom default value of the given [param property]. Use [method property_can_revert] to check if the [param property] has a custom default value.
+ [b]Note:[/b] This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns [code]null[/code].
</description>
</method>
<method name="remove_meta">
<return type="void" />
<param index="0" name="name" type="StringName" />
<description>
- Removes a given entry from the object's metadata. See also [method has_meta], [method get_meta] and [method set_meta].
- [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the inspector and should not be edited.
+ Removes the given entry [param name] from the object's metadata. See also [method has_meta], [method get_meta] and [method set_meta].
+ [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited.
</description>
</method>
<method name="set">
@@ -510,15 +793,27 @@
<param index="0" name="property" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
- Assigns a new value to the given property. If the [param property] does not exist or the given value's type doesn't match, nothing will happen.
- [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
+ Assigns [param value] to the given [param property]. If the property does not exist or the given [param value]'s type doesn't match, nothing happens.
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ node.set("global_scale", Vector2(8, 2.5))
+ print(node.global_scale) # Prints (8, 2.5)
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.Set("global_scale", new Vector2(8, 2.5));
+ GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="set_block_signals">
<return type="void" />
<param index="0" name="enable" type="bool" />
<description>
- If set to [code]true[/code], signal emission is blocked.
+ If set to [code]true[/code], the object becomes unable to emit signals. As such, [method emit_signal] and signal connections will not work, until it is set to [code]false[/code].
</description>
</method>
<method name="set_deferred">
@@ -526,37 +821,60 @@
<param index="0" name="property" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
- Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
- [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
+ Assigns [param value] to the given [param property], after the current frame's physics step. This is equivalent to calling [method set] through [method call_deferred].
+ [codeblocks]
+ [gdscript]
+ var node = Node2D.new()
+ add_child(node)
+
+ node.rotation = 45.0
+ node.set_deferred("rotation", 90.0)
+ print(node.rotation) # Prints 45.0
+
+ await get_tree().process_frame
+ print(node.rotation) # Prints 90.0
+ [/gdscript]
+ [csharp]
+ var node = new Node2D();
+ node.Rotation = 45f;
+ node.SetDeferred("rotation", 90f);
+ GD.Print(node.Rotation); // Prints 45.0
+
+ await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
+ GD.Print(node.Rotation); // Prints 90.0
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
</description>
</method>
<method name="set_indexed">
<return type="void" />
- <param index="0" name="property" type="NodePath" />
+ <param index="0" name="property_path" type="NodePath" />
<param index="1" name="value" type="Variant" />
<description>
- Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
+ Assigns a new [param value] to the property identified by the [param property_path]. The path should be a [NodePath] relative to this object, and can use the colon character ([code]:[/code]) to access nested properties.
[codeblocks]
[gdscript]
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
- print(node.position) # (42, -10)
+ print(node.position) # Prints (42, -10)
[/gdscript]
[csharp]
var node = new Node2D();
node.SetIndexed("position", new Vector2(42, 0));
node.SetIndexed("position:y", -10);
- GD.Print(node.Position); // (42, -10)
+ GD.Print(node.Position); // Prints (42, -10)
[/csharp]
[/codeblocks]
+ [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties.
</description>
</method>
<method name="set_message_translation">
<return type="void" />
<param index="0" name="enable" type="bool" />
<description>
- Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
+ If set to [code]true[/code], allows the object to translate messages with [method tr] and [method tr_n]. Enabled by default. See also [method can_translate_messages].
</description>
</method>
<method name="set_meta">
@@ -564,24 +882,23 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
- Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
- To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code]. See also [method has_meta] and [method get_meta].
- [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the inspector and should not be edited.
+ Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialised correctly.
+ If [param value] is [code]null[/code], the entry is removed. This is the equivalent of using [method remove_meta]. See also [method has_meta] and [method get_meta].
+ [b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector dock and should not be edited.
</description>
</method>
<method name="set_script">
<return type="void" />
<param index="0" name="script" type="Variant" />
<description>
- Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
- If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.
+ Attaches [param script] to the object, and instantiates it. As a result, the script's [method _init] is called. A [Script] is used to extend the object's functionality.
+ If a script already exists, its instance is detached, and its property values and state are lost. Built-in property values are still kept.
</description>
</method>
<method name="to_string">
<return type="String" />
<description>
- Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
- Override the method [method _to_string] to customize the [String] representation.
+ Returns a [String] representing the object. Defaults to [code]"&lt;ClassName#RID&gt;"[/code]. Override [method _to_string] to customize the string representation of the object.
</description>
</method>
<method name="tr" qualifiers="const">
@@ -589,9 +906,9 @@
<param index="0" name="message" type="StringName" />
<param index="1" name="context" type="StringName" default="&quot;&quot;" />
<description>
- Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
- Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] unchanged. See [method set_message_translation].
- See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method.
+ Translates a [param message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation.
+ If [method can_translate_messages] is [code]false[/code], or no translation is available, this method returns the [param message] without changes. See [method set_message_translation].
+ For detailed examples, see [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url].
</description>
</method>
<method name="tr_n" qualifiers="const">
@@ -601,43 +918,45 @@
<param index="2" name="n" type="int" />
<param index="3" name="context" type="StringName" default="&quot;&quot;" />
<description>
- Translates a message involving plurals using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
- Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] or [param plural_message] unchanged. See [method set_message_translation].
- The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
- [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr].
- See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method.
+ Translates a [param message] or [param plural_message], using the translation catalogs configured in the Project Settings. Further [param context] can be specified to help with the translation.
+ If [method can_translate_messages] is [code]false[/code], or no translation is available, this method returns [param message] or [param plural_message], without changes. See [method set_message_translation].
+ The [param n] is the number, or amount, of the message's subject. It is used by the translation system to fetch the correct plural form for the current language.
+ For detailed examples, see [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url].
+ [b]Note:[/b] Negative and [float] numbers may not properly apply to some countable subjects. It's recommended handling these cases with [method tr].
</description>
</method>
</methods>
<signals>
<signal name="property_list_changed">
<description>
+ Emitted when [method notify_property_list_changed] is called.
</description>
</signal>
<signal name="script_changed">
<description>
- Emitted whenever the object's script is changed.
+ Emitted when the object's script is changed.
+ [b]Note:[/b] When this signal is emitted, the new script is not initialized yet. If you need to access the new script, defer connections to this signal with [constant CONNECT_DEFERRED].
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_POSTINITIALIZE" value="0">
- Called right when the object is initialized. Not available in script.
+ Notification received when the object is initialized, before its script is attached. Used internally.
</constant>
<constant name="NOTIFICATION_PREDELETE" value="1">
- Called before the object is about to be deleted.
+ Notification received when the object is about to be deleted. Can act as the deconstructor of some programming languages.
</constant>
<constant name="CONNECT_DEFERRED" value="1" enum="ConnectFlags">
- Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
+ Deferred connections trigger their [Callable]s on idle time, rather than instantly.
</constant>
<constant name="CONNECT_PERSIST" value="2" enum="ConnectFlags">
- Persisting connections are saved when the object is serialized to file.
+ Persisting connections are stored when the object is serialized (such as when using [method PackedScene.pack]). In the editor, connections created through the Node dock are always persisting.
</constant>
- <constant name="CONNECT_ONESHOT" value="4" enum="ConnectFlags">
+ <constant name="CONNECT_ONE_SHOT" value="4" enum="ConnectFlags">
One-shot connections disconnect themselves after emission.
</constant>
<constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags">
- Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left.
+ Reference-counted connections can be assigned to the same [Callable] multiple times. Each disconnection decreases the internal counter. The signal fully disconnects only when the counter reaches 0.
</constant>
</constants>
</class>
diff --git a/doc/classes/OccluderInstance3D.xml b/doc/classes/OccluderInstance3D.xml
index 0bebc7ea43..bc16fba500 100644
--- a/doc/classes/OccluderInstance3D.xml
+++ b/doc/classes/OccluderInstance3D.xml
@@ -42,7 +42,7 @@
</member>
<member name="occluder" type="Occluder3D" setter="set_occluder" getter="get_occluder">
The occluder resource for this [OccluderInstance3D]. You can generate an occluder resource by selecting an [OccluderInstance3D] node then using the [b]Bake Occluders[/b] button at the top of the editor.
- You can also draw your own 2D occluder polygon by adding a new [PolygonOccluder3D] resource to the [member occluder] property in the inspector.
+ You can also draw your own 2D occluder polygon by adding a new [PolygonOccluder3D] resource to the [member occluder] property in the Inspector.
Alternatively, you can select a primitive occluder to use: [QuadOccluder3D], [BoxOccluder3D] or [SphereOccluder3D].
</member>
</members>
diff --git a/doc/classes/OfflineMultiplayerPeer.xml b/doc/classes/OfflineMultiplayerPeer.xml
new file mode 100644
index 0000000000..5e15992d54
--- /dev/null
+++ b/doc/classes/OfflineMultiplayerPeer.xml
@@ -0,0 +1,12 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="OfflineMultiplayerPeer" inherits="MultiplayerPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ A [MultiplayerPeer] which is always connected and acts as a server.
+ </brief_description>
+ <description>
+ This is the default [member MultiplayerAPI.multiplayer_peer] for the [member Node.multiplayer]. It mimics the behavior of a server with no peers connected.
+ This means that the [SceneTree] will act as the multiplayer authority by default. Calls to [method MultiplayerAPI.is_server] will return [code]true[/code], and calls to [method MultiplayerAPI.get_unique_id] will return [constant MultiplayerPeer.TARGET_PEER_SERVER].
+ </description>
+ <tutorials>
+ </tutorials>
+</class>
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml
index ce63dbdbc1..f71c81e713 100644
--- a/doc/classes/OmniLight3D.xml
+++ b/doc/classes/OmniLight3D.xml
@@ -15,11 +15,12 @@
</member>
<member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius.
+ [b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
</member>
<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1">
See [enum ShadowMode].
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.2" />
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
</members>
<constants>
<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index f10c096c1b..a58a6249ae 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -190,6 +190,12 @@
Sets the tooltip of the item at index [param idx].
</description>
</method>
+ <method name="show_popup">
+ <return type="void" />
+ <description>
+ Adjusts popup position and sizing for the [OptionButton], then shows the [PopupMenu]. Prefer this over using [code]get_popup().popup()[/code].
+ </description>
+ </method>
</methods>
<members>
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" overrides="BaseButton" enum="BaseButton.ActionMode" default="0" />
@@ -210,7 +216,7 @@
<signal name="item_focused">
<param index="0" name="index" type="int" />
<description>
- Emitted when the user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument.
+ Emitted when the user navigates to an item using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input actions. The index of the item selected is passed as argument.
</description>
</signal>
<signal name="item_selected">
@@ -253,6 +259,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
[Font] of the [OptionButton]'s text.
diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml
index efb559522a..ccf012f82c 100644
--- a/doc/classes/PackedByteArray.xml
+++ b/doc/classes/PackedByteArray.xml
@@ -65,7 +65,7 @@
<return type="PackedByteArray" />
<param index="0" name="compression_mode" type="int" default="0" />
<description>
- Returns a new [PackedByteArray] with the data compressed. Set the compression mode using one of [enum File.CompressionMode]'s constants.
+ Returns a new [PackedByteArray] with the data compressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants.
</description>
</method>
<method name="count" qualifiers="const">
@@ -173,7 +173,7 @@
<param index="0" name="buffer_size" type="int" />
<param index="1" name="compression_mode" type="int" default="0" />
<description>
- Returns a new [PackedByteArray] with the data decompressed. Set [param buffer_size] to the size of the uncompressed data. Set the compression mode using one of [enum File.CompressionMode]'s constants.
+ Returns a new [PackedByteArray] with the data decompressed. Set [param buffer_size] to the size of the uncompressed data. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants.
</description>
</method>
<method name="decompress_dynamic" qualifiers="const">
@@ -181,7 +181,7 @@
<param index="0" name="max_output_size" type="int" />
<param index="1" name="compression_mode" type="int" default="0" />
<description>
- Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum File.CompressionMode]'s constants. [b]This method only accepts gzip and deflate compression modes.[/b]
+ Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. [b]This method only accepts gzip and deflate compression modes.[/b]
This method is potentially slower than [code]decompress[/code], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [code]decompress[/code] knows it's output buffer size from the beginning.
GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [param max_output_size]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned.
</description>
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 97595a6984..7ca1d5d60d 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -41,7 +41,7 @@
# Only `node` and `body` are now packed.
var result = scene.pack(node)
if result == OK:
- var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
+ var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..."
if error != OK:
push_error("An error occurred while saving the scene to disk.")
[/gdscript]
@@ -63,7 +63,7 @@
Error result = scene.Pack(node);
if (result == Error.Ok)
{
- Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
+ Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
if (error != Error.Ok)
{
GD.PushError("An error occurred while saving the scene to disk.");
diff --git a/doc/classes/PacketPeerDTLS.xml b/doc/classes/PacketPeerDTLS.xml
index e9918bdd3a..db8403a56b 100644
--- a/doc/classes/PacketPeerDTLS.xml
+++ b/doc/classes/PacketPeerDTLS.xml
@@ -6,7 +6,7 @@
<description>
This class represents a DTLS peer connection. It can be used to connect to a DTLS server, and is returned by [method DTLSServer.take_connection].
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
- [b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
+ [b]Warning:[/b] TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml
index b635757b2b..9107937183 100644
--- a/doc/classes/PacketPeerUDP.xml
+++ b/doc/classes/PacketPeerUDP.xml
@@ -34,7 +34,7 @@
<param index="1" name="port" type="int" />
<description>
Calling this method connects this UDP peer to the given [param host]/[param port] pair. UDP is in reality connectionless, so this option only means that incoming packets from different addresses are automatically discarded, and that outgoing packets are always sent to the connected address (future calls to [method set_dest_address] are not allowed). This method does not send any data to the remote peer, to do that, use [method PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also [UDPServer].
- [b]Note:[/b] Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transferring sensitive information.
+ [b]Note:[/b] Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like TLS or DTLS if you feel like your application is transferring sensitive information.
</description>
</method>
<method name="get_local_port" qualifiers="const">
diff --git a/doc/classes/Panel.xml b/doc/classes/Panel.xml
index da69431276..69c896e806 100644
--- a/doc/classes/Panel.xml
+++ b/doc/classes/Panel.xml
@@ -15,7 +15,5 @@
<theme_item name="panel" data_type="style" type="StyleBox">
The style of this [Panel].
</theme_item>
- <theme_item name="panel_fg" data_type="style" type="StyleBox">
- </theme_item>
</theme_items>
</class>
diff --git a/doc/classes/PanoramaSkyMaterial.xml b/doc/classes/PanoramaSkyMaterial.xml
index 21c7f29585..0c27037f28 100644
--- a/doc/classes/PanoramaSkyMaterial.xml
+++ b/doc/classes/PanoramaSkyMaterial.xml
@@ -4,9 +4,9 @@
A [Material] used with [Sky] to draw a background texture.
</brief_description>
<description>
- A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map.
+ A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cubemap.
Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose.
- You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map.
+ You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ParticleProcessMaterial.xml b/doc/classes/ParticleProcessMaterial.xml
index a41207e9b3..d4050e3bd1 100644
--- a/doc/classes/ParticleProcessMaterial.xml
+++ b/doc/classes/ParticleProcessMaterial.xml
@@ -217,7 +217,7 @@
Maximum linear acceleration applied to each particle in the direction of motion.
</member>
<member name="linear_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
- Minimum equivalent of [member linear_accel_min].
+ Minimum equivalent of [member linear_accel_max].
</member>
<member name="orbit_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's orbital velocity will vary along this [CurveTexture].
@@ -259,6 +259,10 @@
<member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0">
Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
</member>
+ <member name="sub_emitter_amount_at_collision" type="int" setter="set_sub_emitter_amount_at_collision" getter="get_sub_emitter_amount_at_collision">
+ Sub particle amount on collision.
+ Maximum amount set in the sub particles emitter.
+ </member>
<member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end">
</member>
<member name="sub_emitter_frequency" type="float" setter="set_sub_emitter_frequency" getter="get_sub_emitter_frequency">
diff --git a/doc/classes/PathFollow3D.xml b/doc/classes/PathFollow3D.xml
index ba7207be8f..01275471d0 100644
--- a/doc/classes/PathFollow3D.xml
+++ b/doc/classes/PathFollow3D.xml
@@ -9,6 +9,16 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="correct_posture" qualifiers="static">
+ <return type="Transform3D" />
+ <param index="0" name="transform" type="Transform3D" />
+ <param index="1" name="rotation_mode" type="int" enum="PathFollow3D.RotationMode" />
+ <description>
+ Correct the [code]transform[/code]. [code]rotation_mode[/code] implicitly specifies how posture (forward, up and sideway direction) is calculated.
+ </description>
+ </method>
+ </methods>
<members>
<member name="cubic_interp" type="bool" setter="set_cubic_interpolation" getter="get_cubic_interpolation" default="true">
If [code]true[/code], the position between two cached points is interpolated cubically, and linearly otherwise.
@@ -30,6 +40,9 @@
<member name="rotation_mode" type="int" setter="set_rotation_mode" getter="get_rotation_mode" enum="PathFollow3D.RotationMode" default="3">
Allows or forbids rotation on one or more axes, depending on the [enum RotationMode] constants being used.
</member>
+ <member name="tilt_enabled" type="bool" setter="set_tilt_enabled" getter="is_tilt_enabled" default="true">
+ If [code]true[/code], the tilt property of [Curve3D] takes effect.
+ </member>
<member name="v_offset" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0">
The node's offset perpendicular to the curve.
</member>
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index 9d303d80e5..a8cfb9abc2 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -12,27 +12,28 @@
</tutorials>
<members>
<member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0">
+ The sky's overall brightness multiplier. Higher values result in a brighter sky.
</member>
<member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(0.1, 0.07, 0.034, 1)">
Modulates the [Color] on the bottom half of the sky to represent the ground.
</member>
<member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005">
- Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon.
+ Controls the strength of [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon.
</member>
<member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.69, 0.729, 0.812, 1)">
- Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.
+ Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] effect. While not physically accurate, this allows for the creation of alien-looking planets.
</member>
<member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8">
- Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
+ Controls the direction of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
</member>
<member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky">
[Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day.
</member>
<member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0">
- Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
+ Controls the strength of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
</member>
<member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.3, 0.405, 0.6, 1)">
- Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset.
+ Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset.
</member>
<member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0">
Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index e8d7ac9920..30fa54d669 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -25,14 +25,16 @@
</method>
<method name="move_and_collide">
<return type="KinematicCollision2D" />
- <param index="0" name="distance" type="Vector2" />
+ <param index="0" name="motion" type="Vector2" />
<param index="1" name="test_only" type="bool" default="false" />
<param index="2" name="safe_margin" type="float" default="0.08" />
+ <param index="3" name="recovery_as_collision" type="bool" default="false" />
<description>
- Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
+ Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
+ If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
</description>
</method>
<method name="remove_collision_exception_with">
@@ -45,14 +47,16 @@
<method name="test_move">
<return type="bool" />
<param index="0" name="from" type="Transform2D" />
- <param index="1" name="distance" type="Vector2" />
+ <param index="1" name="motion" type="Vector2" />
<param index="2" name="collision" type="KinematicCollision2D" default="null" />
<param index="3" name="safe_margin" type="float" default="0.08" />
+ <param index="4" name="recovery_as_collision" type="bool" default="false" />
<description>
- Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
- Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
+ Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
+ Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
[param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
+ If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
</description>
</method>
</methods>
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 310671274f..2ef54683f2 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -32,15 +32,17 @@
</method>
<method name="move_and_collide">
<return type="KinematicCollision3D" />
- <param index="0" name="distance" type="Vector3" />
+ <param index="0" name="motion" type="Vector3" />
<param index="1" name="test_only" type="bool" default="false" />
<param index="2" name="safe_margin" type="float" default="0.001" />
- <param index="3" name="max_collisions" type="int" default="1" />
+ <param index="3" name="recovery_as_collision" type="bool" default="false" />
+ <param index="4" name="max_collisions" type="int" default="1" />
<description>
- Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
+ Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
+ If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
[param max_collisions] allows to retrieve more than one collision result.
</description>
</method>
@@ -62,15 +64,17 @@
<method name="test_move">
<return type="bool" />
<param index="0" name="from" type="Transform3D" />
- <param index="1" name="distance" type="Vector3" />
+ <param index="1" name="motion" type="Vector3" />
<param index="2" name="collision" type="KinematicCollision3D" default="null" />
<param index="3" name="safe_margin" type="float" default="0.001" />
- <param index="4" name="max_collisions" type="int" default="1" />
+ <param index="4" name="recovery_as_collision" type="bool" default="false" />
+ <param index="5" name="max_collisions" type="int" default="1" />
<description>
- Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
- Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
+ Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
+ Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
[param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
+ If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
[param max_collisions] allows to retrieve more than one collision result.
</description>
</method>
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index fdc3a44e9d..eca6a1cbc7 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index efe63e4093..a809384642 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
@@ -226,6 +228,9 @@
<member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>
+ <member name="inverse_inertia_tensor" type="Basis" setter="" getter="get_inverse_inertia_tensor">
+ The inverse of the inertia tensor of the body.
+ </member>
<member name="inverse_mass" type="float" setter="" getter="get_inverse_mass">
The inverse of the mass of the body.
</member>
diff --git a/doc/classes/PhysicsDirectBodyState3DExtension.xml b/doc/classes/PhysicsDirectBodyState3DExtension.xml
index ade197eadc..4432f89b9d 100644
--- a/doc/classes/PhysicsDirectBodyState3DExtension.xml
+++ b/doc/classes/PhysicsDirectBodyState3DExtension.xml
@@ -159,6 +159,11 @@
<description>
</description>
</method>
+ <method name="_get_inverse_inertia_tensor" qualifiers="virtual const">
+ <return type="Basis" />
+ <description>
+ </description>
+ </method>
<method name="_get_inverse_mass" qualifiers="virtual const">
<return type="float" />
<description>
diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml
index a6cbe2d574..76dc816dab 100644
--- a/doc/classes/PhysicsPointQueryParameters2D.xml
+++ b/doc/classes/PhysicsPointQueryParameters2D.xml
@@ -10,7 +10,7 @@
</tutorials>
<members>
<member name="canvas_instance_id" type="int" setter="set_canvas_instance_id" getter="get_canvas_instance_id" default="0">
- If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance id. See [method Object.get_instance_id].
+ If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance ID. See [method Object.get_instance_id].
</member>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area2D]s into account.
@@ -22,7 +22,7 @@
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
- The list of objects or object [RID]s that will be excluded from collisions.
+ The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
The position being queried for, in global coordinates.
diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml
index bedf05ce99..3270d3686d 100644
--- a/doc/classes/PhysicsPointQueryParameters3D.xml
+++ b/doc/classes/PhysicsPointQueryParameters3D.xml
@@ -18,8 +18,8 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
- <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
- The list of objects or object [RID]s that will be excluded from collisions.
+ <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
+ The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
</member>
<member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)">
The position being queried for, in global coordinates.
diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml
index d6a2662adc..cf5c31d9ec 100644
--- a/doc/classes/PhysicsRayQueryParameters2D.xml
+++ b/doc/classes/PhysicsRayQueryParameters2D.xml
@@ -35,7 +35,7 @@
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
- The list of objects or object [RID]s that will be excluded from collisions.
+ The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
</member>
<member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)">
The starting point of the ray being queried for, in global coordinates.
diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml
index 620aa6bf5f..4f70eedb21 100644
--- a/doc/classes/PhysicsRayQueryParameters3D.xml
+++ b/doc/classes/PhysicsRayQueryParameters3D.xml
@@ -14,7 +14,7 @@
<param index="0" name="from" type="Vector3" />
<param index="1" name="to" type="Vector3" />
<param index="2" name="collision_mask" type="int" default="4294967295" />
- <param index="3" name="exclude" type="Array" default="[]" />
+ <param index="3" name="exclude" type="RID[]" default="[]" />
<description>
Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to quickly create query parameters using the most common options.
[codeblock]
@@ -34,8 +34,8 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
- <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
- The list of objects or object [RID]s that will be excluded from collisions.
+ <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
+ The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
</member>
<member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)">
The starting point of the ray being queried for, in global coordinates.
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 4b588033c0..18ac8a11df 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -53,6 +53,20 @@
<description>
</description>
</method>
+ <method name="area_get_collision_layer" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ Returns the physics layer or layers an area belongs to.
+ </description>
+ </method>
+ <method name="area_get_collision_mask" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ Returns the physics layer or layers an area can contact with.
+ </description>
+ </method>
<method name="area_get_object_instance_id" qualifiers="const">
<return type="int" />
<param index="0" name="area" type="RID" />
diff --git a/doc/classes/PhysicsServer2DExtension.xml b/doc/classes/PhysicsServer2DExtension.xml
index 2659d3221f..9bb11e0d89 100644
--- a/doc/classes/PhysicsServer2DExtension.xml
+++ b/doc/classes/PhysicsServer2DExtension.xml
@@ -47,6 +47,18 @@
<description>
</description>
</method>
+ <method name="_area_get_collision_layer" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_collision_mask" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_area_get_object_instance_id" qualifiers="virtual const">
<return type="int" />
<param index="0" name="area" type="RID" />
@@ -142,6 +154,13 @@
<description>
</description>
</method>
+ <method name="_area_set_pickable" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="area" type="RID" />
+ <param index="1" name="pickable" type="bool" />
+ <description>
+ </description>
+ </method>
<method name="_area_set_shape" qualifiers="virtual">
<return type="void" />
<param index="0" name="area" type="RID" />
@@ -282,6 +301,19 @@
<description>
</description>
</method>
+ <method name="_body_collide_shape" qualifiers="virtual">
+ <return type="bool" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="body_shape" type="int" />
+ <param index="2" name="shape" type="RID" />
+ <param index="3" name="shape_xform" type="Transform2D" />
+ <param index="4" name="motion" type="Vector2" />
+ <param index="5" name="results" type="void*" />
+ <param index="6" name="result_max" type="int" />
+ <param index="7" name="result_count" type="int32_t*" />
+ <description>
+ </description>
+ </method>
<method name="_body_create" qualifiers="virtual">
<return type="RID" />
<description>
@@ -293,6 +325,12 @@
<description>
</description>
</method>
+ <method name="_body_get_collision_exceptions" qualifiers="virtual const">
+ <return type="RID[]" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_body_get_collision_layer" qualifiers="virtual const">
<return type="int" />
<param index="0" name="body" type="RID" />
@@ -323,6 +361,12 @@
<description>
</description>
</method>
+ <method name="_body_get_contacts_reported_depth_threshold" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_body_get_continuous_collision_detection_mode" qualifiers="virtual const">
<return type="int" enum="PhysicsServer2D.CCDMode" />
<param index="0" name="body" type="RID" />
@@ -461,6 +505,13 @@
<description>
</description>
</method>
+ <method name="_body_set_contacts_reported_depth_threshold" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="threshold" type="float" />
+ <description>
+ </description>
+ </method>
<method name="_body_set_continuous_collision_detection_mode" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />
@@ -505,6 +556,13 @@
<description>
</description>
</method>
+ <method name="_body_set_pickable" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="pickable" type="bool" />
+ <description>
+ </description>
+ </method>
<method name="_body_set_shape" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />
@@ -553,6 +611,13 @@
<description>
</description>
</method>
+ <method name="_body_set_state_sync_callback" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="callable" type="Callable" />
+ <description>
+ </description>
+ </method>
<method name="_body_test_motion" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="body" type="RID" />
@@ -600,6 +665,21 @@
<description>
</description>
</method>
+ <method name="_end_sync" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_finish" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_flush_queries" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
<method name="_free_rid" qualifiers="virtual">
<return type="void" />
<param index="0" name="rid" type="RID" />
@@ -612,6 +692,16 @@
<description>
</description>
</method>
+ <method name="_init" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_flushing_queries" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
<method name="_joint_clear" qualifiers="virtual">
<return type="void" />
<param index="0" name="joint" type="RID" />
@@ -623,6 +713,13 @@
<description>
</description>
</method>
+ <method name="_joint_disable_collisions_between_bodies" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="joint" type="RID" />
+ <param index="1" name="disable" type="bool" />
+ <description>
+ </description>
+ </method>
<method name="_joint_get_param" qualifiers="virtual const">
<return type="float" />
<param index="0" name="joint" type="RID" />
@@ -636,6 +733,12 @@
<description>
</description>
</method>
+ <method name="_joint_is_disabled_collisions_between_bodies" qualifiers="virtual const">
+ <return type="bool" />
+ <param index="0" name="joint" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_joint_make_damped_spring" qualifiers="virtual">
<return type="void" />
<param index="0" name="joint" type="RID" />
@@ -710,6 +813,26 @@
<description>
</description>
</method>
+ <method name="_shape_collide" qualifiers="virtual">
+ <return type="bool" />
+ <param index="0" name="shape_A" type="RID" />
+ <param index="1" name="xform_A" type="Transform2D" />
+ <param index="2" name="motion_A" type="Vector2" />
+ <param index="3" name="shape_B" type="RID" />
+ <param index="4" name="xform_B" type="Transform2D" />
+ <param index="5" name="motion_B" type="Vector2" />
+ <param index="6" name="results" type="void*" />
+ <param index="7" name="result_max" type="int" />
+ <param index="8" name="result_count" type="int32_t*" />
+ <description>
+ </description>
+ </method>
+ <method name="_shape_get_custom_solver_bias" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="shape" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_shape_get_data" qualifiers="virtual const">
<return type="Variant" />
<param index="0" name="shape" type="RID" />
@@ -722,6 +845,13 @@
<description>
</description>
</method>
+ <method name="_shape_set_custom_solver_bias" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="shape" type="RID" />
+ <param index="1" name="bias" type="float" />
+ <description>
+ </description>
+ </method>
<method name="_shape_set_data" qualifiers="virtual">
<return type="void" />
<param index="0" name="shape" type="RID" />
@@ -734,6 +864,18 @@
<description>
</description>
</method>
+ <method name="_space_get_contact_count" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_get_contacts" qualifiers="virtual const">
+ <return type="PackedVector2Array" />
+ <param index="0" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_space_get_direct_state" qualifiers="virtual">
<return type="PhysicsDirectSpaceState2D" />
<param index="0" name="space" type="RID" />
@@ -760,6 +902,13 @@
<description>
</description>
</method>
+ <method name="_space_set_debug_contacts" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="space" type="RID" />
+ <param index="1" name="max_contacts" type="int" />
+ <description>
+ </description>
+ </method>
<method name="_space_set_param" qualifiers="virtual">
<return type="void" />
<param index="0" name="space" type="RID" />
@@ -768,6 +917,17 @@
<description>
</description>
</method>
+ <method name="_step" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="step" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_sync" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
<method name="_world_boundary_shape_create" qualifiers="virtual">
<return type="RID" />
<description>
diff --git a/doc/classes/PhysicsServer2DManager.xml b/doc/classes/PhysicsServer2DManager.xml
new file mode 100644
index 0000000000..328ac93ce3
--- /dev/null
+++ b/doc/classes/PhysicsServer2DManager.xml
@@ -0,0 +1,30 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsServer2DManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Manager for 2D physics server implementations.
+ </brief_description>
+ <description>
+ [PhysicsServer2DManager] is the API for registering [PhysicsServer2D] implementations, and for setting the default implementation.
+ [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="register_server">
+ <return type="void" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="create_callback" type="Callable" />
+ <description>
+ Register a [PhysicsServer2D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object.
+ </description>
+ </method>
+ <method name="set_default_server">
+ <return type="void" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="priority" type="int" />
+ <description>
+ Set the default [PhysicsServer2D] implementation to the one identified by [param name], if [param priority] is greater than the priority of the current default implementation.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index da9e10c420..95f7fb69a2 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -40,6 +40,20 @@
Creates an [Area3D].
</description>
</method>
+ <method name="area_get_collision_layer" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ Returns the physics layer or layers an area belongs to.
+ </description>
+ </method>
+ <method name="area_get_collision_mask" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ Returns the physics layer or layers an area can contact with.
+ </description>
+ </method>
<method name="area_get_object_instance_id" qualifiers="const">
<return type="int" />
<param index="0" name="area" type="RID" />
diff --git a/doc/classes/PhysicsServer3DExtension.xml b/doc/classes/PhysicsServer3DExtension.xml
index 200065de54..1e9df54de5 100644
--- a/doc/classes/PhysicsServer3DExtension.xml
+++ b/doc/classes/PhysicsServer3DExtension.xml
@@ -34,6 +34,18 @@
<description>
</description>
</method>
+ <method name="_area_get_collision_layer" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_area_get_collision_mask" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_area_get_object_instance_id" qualifiers="virtual const">
<return type="int" />
<param index="0" name="area" type="RID" />
@@ -274,6 +286,12 @@
<description>
</description>
</method>
+ <method name="_body_get_collision_exceptions" qualifiers="virtual const">
+ <return type="RID[]" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_body_get_collision_layer" qualifiers="virtual const">
<return type="int" />
<param index="0" name="body" type="RID" />
@@ -304,6 +322,12 @@
<description>
</description>
</method>
+ <method name="_body_get_contacts_reported_depth_threshold" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_body_get_direct_state" qualifiers="virtual">
<return type="PhysicsDirectBodyState3D" />
<param index="0" name="body" type="RID" />
@@ -368,6 +392,12 @@
<description>
</description>
</method>
+ <method name="_body_get_user_flags" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_body_is_axis_locked" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="body" type="RID" />
@@ -457,6 +487,13 @@
<description>
</description>
</method>
+ <method name="_body_set_contacts_reported_depth_threshold" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="threshold" type="float" />
+ <description>
+ </description>
+ </method>
<method name="_body_set_enable_continuous_collision_detection" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />
@@ -547,6 +584,20 @@
<description>
</description>
</method>
+ <method name="_body_set_state_sync_callback" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="callable" type="Callable" />
+ <description>
+ </description>
+ </method>
+ <method name="_body_set_user_flags" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="flags" type="int" />
+ <description>
+ </description>
+ </method>
<method name="_body_test_motion" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="body" type="RID" />
@@ -604,6 +655,21 @@
<description>
</description>
</method>
+ <method name="_end_sync" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_finish" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_flush_queries" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
<method name="_free_rid" qualifiers="virtual">
<return type="void" />
<param index="0" name="rid" type="RID" />
@@ -685,6 +751,16 @@
<description>
</description>
</method>
+ <method name="_init" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_is_flushing_queries" qualifiers="virtual const">
+ <return type="bool" />
+ <description>
+ </description>
+ </method>
<method name="_joint_clear" qualifiers="virtual">
<return type="void" />
<param index="0" name="joint" type="RID" />
@@ -738,6 +814,18 @@
<description>
</description>
</method>
+ <method name="_joint_make_hinge_simple" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="joint" type="RID" />
+ <param index="1" name="body_A" type="RID" />
+ <param index="2" name="pivot_A" type="Vector3" />
+ <param index="3" name="axis_A" type="Vector3" />
+ <param index="4" name="body_B" type="RID" />
+ <param index="5" name="pivot_B" type="Vector3" />
+ <param index="6" name="axis_B" type="Vector3" />
+ <description>
+ </description>
+ </method>
<method name="_joint_make_pin" qualifiers="virtual">
<return type="void" />
<param index="0" name="joint" type="RID" />
@@ -817,18 +905,37 @@
<description>
</description>
</method>
+ <method name="_shape_get_custom_solver_bias" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="shape" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_shape_get_data" qualifiers="virtual const">
<return type="Variant" />
<param index="0" name="shape" type="RID" />
<description>
</description>
</method>
+ <method name="_shape_get_margin" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="shape" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_shape_get_type" qualifiers="virtual const">
<return type="int" enum="PhysicsServer3D.ShapeType" />
<param index="0" name="shape" type="RID" />
<description>
</description>
</method>
+ <method name="_shape_set_custom_solver_bias" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="shape" type="RID" />
+ <param index="1" name="bias" type="float" />
+ <description>
+ </description>
+ </method>
<method name="_shape_set_data" qualifiers="virtual">
<return type="void" />
<param index="0" name="shape" type="RID" />
@@ -836,6 +943,13 @@
<description>
</description>
</method>
+ <method name="_shape_set_margin" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="shape" type="RID" />
+ <param index="1" name="margin" type="float" />
+ <description>
+ </description>
+ </method>
<method name="_slider_joint_get_param" qualifiers="virtual const">
<return type="float" />
<param index="0" name="joint" type="RID" />
@@ -851,17 +965,250 @@
<description>
</description>
</method>
+ <method name="_soft_body_add_collision_exception" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="body_b" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_create" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_soft_body_get_bounds" qualifiers="virtual const">
<return type="AABB" />
<param index="0" name="body" type="RID" />
<description>
</description>
</method>
+ <method name="_soft_body_get_collision_exceptions" qualifiers="virtual const">
+ <return type="RID[]" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_collision_layer" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_collision_mask" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_damping_coefficient" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_drag_coefficient" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_linear_stiffness" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_point_global_position" qualifiers="virtual const">
+ <return type="Vector3" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="point_index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_pressure_coefficient" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_simulation_precision" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_space" qualifiers="virtual const">
+ <return type="RID" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_state" qualifiers="virtual const">
+ <return type="Variant" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="state" type="int" enum="PhysicsServer3D.BodyState" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_get_total_mass" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_is_point_pinned" qualifiers="virtual const">
+ <return type="bool" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="point_index" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_move_point" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="point_index" type="int" />
+ <param index="2" name="global_position" type="Vector3" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_pin_point" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="point_index" type="int" />
+ <param index="2" name="pin" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_remove_all_pinned_points" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_remove_collision_exception" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="body_b" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_collision_layer" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="layer" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_collision_mask" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="mask" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_damping_coefficient" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="damping_coefficient" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_drag_coefficient" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="drag_coefficient" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_linear_stiffness" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="linear_stiffness" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_mesh" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="mesh" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_pressure_coefficient" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="pressure_coefficient" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_ray_pickable" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="enable" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_simulation_precision" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="simulation_precision" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_space" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_state" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="state" type="int" enum="PhysicsServer3D.BodyState" />
+ <param index="2" name="variant" type="Variant" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_total_mass" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="total_mass" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_set_transform" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="transform" type="Transform3D" />
+ <description>
+ </description>
+ </method>
+ <method name="_soft_body_update_rendering_server" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="rendering_server_handler" type="PhysicsServer3DRenderingServerHandler" />
+ <description>
+ </description>
+ </method>
<method name="_space_create" qualifiers="virtual">
<return type="RID" />
<description>
</description>
</method>
+ <method name="_space_get_contact_count" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_space_get_contacts" qualifiers="virtual const">
+ <return type="PackedVector3Array" />
+ <param index="0" name="space" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_space_get_direct_state" qualifiers="virtual">
<return type="PhysicsDirectSpaceState3D" />
<param index="0" name="space" type="RID" />
@@ -888,6 +1235,13 @@
<description>
</description>
</method>
+ <method name="_space_set_debug_contacts" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="space" type="RID" />
+ <param index="1" name="max_contacts" type="int" />
+ <description>
+ </description>
+ </method>
<method name="_space_set_param" qualifiers="virtual">
<return type="void" />
<param index="0" name="space" type="RID" />
@@ -901,6 +1255,17 @@
<description>
</description>
</method>
+ <method name="_step" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="step" type="float" />
+ <description>
+ </description>
+ </method>
+ <method name="_sync" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
<method name="_world_boundary_shape_create" qualifiers="virtual">
<return type="RID" />
<description>
diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml
new file mode 100644
index 0000000000..3ec03fede4
--- /dev/null
+++ b/doc/classes/PhysicsServer3DManager.xml
@@ -0,0 +1,30 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsServer3DManager" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Manager for 3D physics server implementations.
+ </brief_description>
+ <description>
+ [PhysicsServer3DManager] is the API for registering [PhysicsServer3D] implementations, and for setting the default implementation.
+ [b]Note:[/b] It is not possible to switch physics servers at runtime. This class is only used on startup at the server initialization level, by Godot itself and possibly by GDExtensions.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="register_server">
+ <return type="void" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="create_callback" type="Callable" />
+ <description>
+ Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object.
+ </description>
+ </method>
+ <method name="set_default_server">
+ <return type="void" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="priority" type="int" />
+ <description>
+ Set the default [PhysicsServer3D] implementation to the one identified by [param name], if [param priority] is greater than the priority of the current default implementation.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 8dcb329e7e..a73e60c6f5 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -19,7 +19,7 @@
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
- The list of objects or object [RID]s that will be excluded from collisions.
+ The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape.
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index 64100f847b..a3ff1765f9 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -18,8 +18,8 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
- <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
- The list of objects or object [RID]s that will be excluded from collisions.
+ <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
+ The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape.
diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml
index 4f2b62f2d9..be5e5a3617 100644
--- a/doc/classes/PhysicsTestMotionParameters2D.xml
+++ b/doc/classes/PhysicsTestMotionParameters2D.xml
@@ -14,9 +14,9 @@
If set to [code]false[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
</member>
<member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]">
- Optional array of body [RID] to exclude from collision.
+ Optional array of body [RID] to exclude from collision. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
</member>
- <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
+ <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
</member>
<member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)">
@@ -29,8 +29,8 @@
Motion vector to define the length and direction of the motion to test.
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
- If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody2D.move_and_slide] for improving floor detection when floor snapping is disabled.
- If set to [code]false[/code], only collisions resulting from the motion are reported; this is used e.g. by [method PhysicsBody2D.move_and_collide].
+ If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
+ If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
</member>
</members>
</class>
diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml
index 5b07796a10..be7d05691e 100644
--- a/doc/classes/PhysicsTestMotionParameters3D.xml
+++ b/doc/classes/PhysicsTestMotionParameters3D.xml
@@ -13,10 +13,10 @@
If set to [code]true[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.
If set to [code]false[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
</member>
- <member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]">
- Optional array of body [RID] to exclude from collision.
+ <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]">
+ Optional array of body [RID] to exclude from collision. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
</member>
- <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
+ <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
</member>
<member name="from" type="Transform3D" setter="set_from" getter="get_from" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
@@ -32,8 +32,8 @@
Motion vector to define the length and direction of the motion to test.
</member>
<member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false">
- If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled.
- If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide].
+ If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
+ If set to [code]false[/code], only collisions resulting from the motion are reported, which is generally the desired behavior.
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderCubemap.xml b/doc/classes/PlaceholderCubemap.xml
index 3617c6ac2c..0892b023a2 100644
--- a/doc/classes/PlaceholderCubemap.xml
+++ b/doc/classes/PlaceholderCubemap.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemap" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Cubemap] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderCubemapArray.xml b/doc/classes/PlaceholderCubemapArray.xml
index 1fcf1e7795..c7a7e9154c 100644
--- a/doc/classes/PlaceholderCubemapArray.xml
+++ b/doc/classes/PlaceholderCubemapArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderCubemapArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a cubemap texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [CubemapArray] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMaterial.xml b/doc/classes/PlaceholderMaterial.xml
index c66641d81c..7febdc7a07 100644
--- a/doc/classes/PlaceholderMaterial.xml
+++ b/doc/classes/PlaceholderMaterial.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a material.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Material] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderMesh.xml b/doc/classes/PlaceholderMesh.xml
index cc688816b6..8021a57878 100644
--- a/doc/classes/PlaceholderMesh.xml
+++ b/doc/classes/PlaceholderMesh.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a mesh.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Mesh] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="aabb" type="AABB" setter="set_aabb" getter="get_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
+ The smallest [AABB] enclosing this mesh in local space.
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2D.xml b/doc/classes/PlaceholderTexture2D.xml
index 76e575265b..c889055e4d 100644
--- a/doc/classes/PlaceholderTexture2D.xml
+++ b/doc/classes/PlaceholderTexture2D.xml
@@ -1,13 +1,19 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTexture2DArray.xml b/doc/classes/PlaceholderTexture2DArray.xml
index a502e5d334..a749e8c039 100644
--- a/doc/classes/PlaceholderTexture2DArray.xml
+++ b/doc/classes/PlaceholderTexture2DArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture2DArray" inherits="PlaceholderTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture2D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PlaceholderTexture3D.xml b/doc/classes/PlaceholderTexture3D.xml
index d31e538307..ccd3c94fc2 100644
--- a/doc/classes/PlaceholderTexture3D.xml
+++ b/doc/classes/PlaceholderTexture3D.xml
@@ -1,13 +1,18 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTexture3D" inherits="Texture3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 3-dimensional texture.
</brief_description>
<description>
+ This class is used when loading a project that uses a [Texture3D] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="size" type="Vector3i" setter="set_size" getter="get_size" default="Vector3i(1, 1, 1)">
+ The texture's size (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/PlaceholderTextureLayered.xml b/doc/classes/PlaceholderTextureLayered.xml
index 39af08473a..8cc6dd606a 100644
--- a/doc/classes/PlaceholderTextureLayered.xml
+++ b/doc/classes/PlaceholderTextureLayered.xml
@@ -1,15 +1,21 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PlaceholderTextureLayered" inherits="TextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Placeholder class for a 2-dimensional texture array.
</brief_description>
<description>
+ This class is used when loading a project that uses a [TextureLayered] subclass in 2 conditions:
+ - When running the project exported in dedicated server mode, only the texture's dimensions are kept (as they may be relied upon for gameplay purposes or positioning of other elements). This allows reducing the exported PCK's size significantly.
+ - When this subclass is missing due to using a different engine version or build (e.g. modules disabled).
</description>
<tutorials>
</tutorials>
<members>
<member name="layers" type="int" setter="set_layers" getter="get_layers" default="1">
+ The number of layers in the texture array.
</member>
<member name="size" type="Vector2i" setter="set_size" getter="get_size" default="Vector2i(1, 1)">
+ The size of each texture layer (in pixels).
</member>
</members>
</class>
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index e51e3753fc..fbe8afa8d1 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -119,6 +119,12 @@
Returns [code]true[/code] if this plane and [param to_plane] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this plane is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="is_point_over" qualifiers="const">
<return type="bool" />
<param index="0" name="point" type="Vector3" />
diff --git a/doc/classes/PlaneMesh.xml b/doc/classes/PlaneMesh.xml
index 564b6fe743..1dceac70b0 100644
--- a/doc/classes/PlaneMesh.xml
+++ b/doc/classes/PlaneMesh.xml
@@ -31,10 +31,10 @@
[PlaneMesh] will face the positive X-axis.
</constant>
<constant name="FACE_Y" value="1" enum="Orientation">
- [PlaneMesh] will face the positive Y-axis. This matches the behaviour of the [PlaneMesh] in Godot 3.x.
+ [PlaneMesh] will face the positive Y-axis. This matches the behavior of the [PlaneMesh] in Godot 3.x.
</constant>
<constant name="FACE_Z" value="2" enum="Orientation">
- [PlaneMesh] will face the positive Z-axis. This matches the behvaiour of the QuadMesh in Godot 3.x.
+ [PlaneMesh] will face the positive Z-axis. This matches the behavior of the QuadMesh in Godot 3.x.
</constant>
</constants>
</class>
diff --git a/doc/classes/PointLight2D.xml b/doc/classes/PointLight2D.xml
index 89cabbd428..0c51a78e49 100644
--- a/doc/classes/PointLight2D.xml
+++ b/doc/classes/PointLight2D.xml
@@ -1,10 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PointLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Positional 2D light source.
</brief_description>
<description>
+ Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture
</description>
<tutorials>
+ <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" default="0.0">
diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml
index 12f8055180..a3fc326351 100644
--- a/doc/classes/Polygon2D.xml
+++ b/doc/classes/Polygon2D.xml
@@ -92,6 +92,7 @@
[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a reference.
</member>
<member name="polygons" type="Array" setter="set_polygons" getter="get_polygons" default="[]">
+ The list of polygons, in case more than one is being represented. Every individual polygon is stored as a [PackedInt32Array] where each [int] is an index to a point in [member polygon]. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in [member polygon], using the order they are stored in.
</member>
<member name="skeleton" type="NodePath" setter="set_skeleton" getter="get_skeleton" default="NodePath(&quot;&quot;)">
</member>
diff --git a/doc/classes/Popup.xml b/doc/classes/Popup.xml
index 3fcf0a9b8f..a56bf77774 100644
--- a/doc/classes/Popup.xml
+++ b/doc/classes/Popup.xml
@@ -4,7 +4,7 @@
Popup is a base window container for popup-like subwindows.
</brief_description>
<description>
- Popup is a base window container for popup-like subwindows. It's a modal by default (see [member popup_window]) and has helpers for custom popup behavior.
+ Popup is a base window container for popup-like subwindows. It's a modal by default (see [member Window.popup_window]) and has helpers for custom popup behavior.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index 00b725d5d7..8dec4eaf86 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -182,7 +182,7 @@
Removes all items from the [PopupMenu].
</description>
</method>
- <method name="get_current_index" qualifiers="const">
+ <method name="get_focused_item" qualifiers="const">
<return type="int" />
<description>
Returns the index of the currently focused item. Returns [code]-1[/code] if no item is focused.
@@ -206,7 +206,7 @@
<return type="int" />
<param index="0" name="index" type="int" />
<description>
- Returns the id of the item at the given [param index]. [code]id[/code] can be manually assigned, while index can not.
+ Returns the ID of the item at the given [param index]. [code]id[/code] can be manually assigned, while index can not.
</description>
</method>
<method name="get_item_indent" qualifiers="const">
@@ -332,7 +332,7 @@
Moves the scroll view to make the item at the given [param index] visible.
</description>
</method>
- <method name="set_current_index">
+ <method name="set_focused_item">
<return type="void" />
<param index="0" name="index" type="int" />
<description>
@@ -526,13 +526,14 @@
<signal name="id_focused">
<param index="0" name="id" type="int" />
<description>
- Emitted when user navigated to an item of some [param id] using [code]ui_up[/code] or [code]ui_down[/code] action.
+ Emitted when the user navigated to an item of some [param id] using the [member ProjectSettings.input/ui_up] or [member ProjectSettings.input/ui_down] input action.
</description>
</signal>
<signal name="id_pressed">
<param index="0" name="id" type="int" />
<description>
Emitted when an item of some [param id] is pressed or its accelerator is activated.
+ [b]Note:[/b] If [param id] is negative (either explicitly or due to overflow), this will return the corresponding index instead.
</description>
</signal>
<signal name="index_pressed">
@@ -543,6 +544,7 @@
</signal>
<signal name="menu_changed">
<description>
+ Emitted when any item is added, modified or removed.
</description>
</signal>
</signals>
@@ -575,11 +577,14 @@
Width of the single indentation level.
</theme_item>
<theme_item name="item_end_padding" data_type="constant" type="int" default="2">
+ Horizontal padding to the right of the items (or left, in RTL layout).
</theme_item>
<theme_item name="item_start_padding" data_type="constant" type="int" default="2">
+ Horizontal padding to the left of the items (or right, in RTL layout).
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the item text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="separator_outline_size" data_type="constant" type="int" default="0">
The size of the labeled separator text outline.
diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml
index c7e2f2fbdc..693eaafad3 100644
--- a/doc/classes/PortableCompressedTexture2D.xml
+++ b/doc/classes/PortableCompressedTexture2D.xml
@@ -21,8 +21,8 @@
<param index="3" name="lossy_quality" type="float" default="0.8" />
<description>
Initializes the compressed texture from a base image. The compression mode must be provided.
- If this image will be used as a normal map, the "normal map" flag is recommended, to ensure optimum quality.
- If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WEBP compression quality.
+ [param normal_map] is recommended to ensure optimum quality if this image will be used as a normal map.
+ If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality.
</description>
</method>
<method name="get_compression_mode" qualifiers="const">
@@ -58,6 +58,7 @@
When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
This flag allows to keep the compressed data in memory if you intend it to persist after loading.
</member>
+ <member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="size_override" type="Vector2" setter="set_size_override" getter="get_size_override" default="Vector2(0, 0)">
Allow overriding the texture size (for 2D only).
</member>
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 1b9ecdbfa0..b1c8907d8e 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -34,15 +34,21 @@
</method>
</methods>
<members>
- <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb">
+ <member name="add_uv2" type="bool" setter="set_add_uv2" getter="get_add_uv2" default="false">
+ If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping.
+ </member>
+ <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
- <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces">
+ <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in [member BaseMaterial3D.cull_mode].
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
The current [Material] of the primitive mesh.
</member>
+ <member name="uv2_padding" type="float" setter="set_uv2_padding" getter="get_uv2_padding" default="2.0">
+ If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024.
+ </member>
</members>
</class>
diff --git a/doc/classes/ProgressBar.xml b/doc/classes/ProgressBar.xml
index 8a781c51fb..9f89a4e4c3 100644
--- a/doc/classes/ProgressBar.xml
+++ b/doc/classes/ProgressBar.xml
@@ -12,7 +12,7 @@
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
The fill direction. See [enum FillMode] for possible values.
</member>
- <member name="percent_visible" type="bool" setter="set_percent_visible" getter="is_percent_visible" default="true">
+ <member name="show_percentage" type="bool" setter="set_show_percentage" getter="is_percentage_shown" default="true">
If [code]true[/code], the fill percentage is displayed on the bar.
</member>
</members>
@@ -42,17 +42,18 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
- Font used to draw the fill percentage if [member percent_visible] is [code]true[/code].
+ Font used to draw the fill percentage if [member show_percentage] is [code]true[/code].
</theme_item>
<theme_item name="font_size" data_type="font_size" type="int">
- Font size used to draw the fill percentage if [member percent_visible] is [code]true[/code].
+ Font size used to draw the fill percentage if [member show_percentage] is [code]true[/code].
</theme_item>
- <theme_item name="bg" data_type="style" type="StyleBox">
+ <theme_item name="background" data_type="style" type="StyleBox">
The style of the background.
</theme_item>
- <theme_item name="fg" data_type="style" type="StyleBox">
+ <theme_item name="fill" data_type="style" type="StyleBox">
The style of the progress (i.e. the part that fills the bar).
</theme_item>
</theme_items>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1145798240..b80d6b2216 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -159,6 +159,15 @@
Sets the order of a configuration value (influences when saved to the config file).
</description>
</method>
+ <method name="set_restart_if_changed">
+ <return type="void" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="restart" type="bool" />
+ <description>
+ Sets whether a setting requires restarting the editor to properly take effect.
+ [b]Note:[/b] This is just a hint to display to the user that the editor must be restarted for changes to take effect. Enabling [method set_restart_if_changed] does [i]not[/i] delay the setting being set when changed.
+ </description>
+ </method>
<method name="set_setting">
<return type="void" />
<param index="0" name="name" type="String" />
@@ -199,7 +208,7 @@
If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
- This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
+ This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
@@ -226,7 +235,8 @@
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
- If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
+ If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Godot/app_userdata/&lt;project name&gt;[/code].
+ See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms.
</member>
<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
@@ -242,7 +252,7 @@
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
- If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] command line argument. See also [member application/run/disable_stderr].
+ If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. See also [member application/run/disable_stderr].
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false">
@@ -267,6 +277,15 @@
<member name="application/run/main_scene" type="String" setter="" getter="" default="&quot;&quot;">
Path to the main scene file that will be loaded when the project runs.
</member>
+ <member name="application/run/max_fps" type="int" setter="" getter="" default="0">
+ Maximum number of frames per second allowed. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.
+ Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).
+ If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
+ If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
+ If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
+ See also [member physics/common/physics_ticks_per_second].
+ [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.max_fps] instead.
+ </member>
<member name="audio/buses/channel_disable_threshold_db" type="float" setter="" getter="" default="-60.0">
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
</member>
@@ -279,7 +298,7 @@
<member name="audio/driver/driver" type="String" setter="" getter="">
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
The [code]Dummy[/code] audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS' audio mixer.
- [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--audio-driver[/code] command line argument.
+ [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
<member name="audio/driver/enable_input" type="bool" setter="" getter="" default="false">
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
@@ -299,11 +318,13 @@
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
- <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="1.0">
- The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
+ <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="0.5">
+ The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
+ The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
- <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="1.0">
- The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
+ <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="0.5">
+ The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
+ The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
@@ -330,25 +351,25 @@
Desktop override for [member debug/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="debug/file_logging/log_path" type="String" setter="" getter="" default="&quot;user://logs/godot.log&quot;">
- Path to logs within the project. Using an [code]user://[/code] path is recommended.
+ Path at which to store log files for the project. Using a path under [code]user://[/code] is recommended.
</member>
<member name="debug/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum number of log files allowed (used for rotation).
</member>
<member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns false.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to false.
</member>
<member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns true.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true.
</member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a constant is used as a function.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a constant is used as a function.
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when deprecated keywords are used.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when deprecated keywords are used.
</member>
<member name="debug/gdscript/warnings/empty_file" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when an empty file is parsed.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an empty file is parsed.
</member>
<member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
@@ -357,87 +378,91 @@
If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings.
</member>
<member name="debug/gdscript/warnings/function_used_as_property" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when using a function as if it was a property.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a function as if it is a property.
</member>
<member name="debug/gdscript/warnings/incompatible_ternary" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a ternary operator may emit values with incompatible types.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a ternary operator may emit values with incompatible types.
</member>
<member name="debug/gdscript/warnings/int_assigned_to_enum" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when trying to assign an integer to a variable that expects an enum value.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to assign an integer to a variable that expects an enum value.
</member>
<member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when dividing an integer by another integer (the decimal part will be discarded).
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded).
</member>
<member name="debug/gdscript/warnings/narrowing_conversion" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
</member>
<member name="debug/gdscript/warnings/property_used_as_function" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when using a property as if it was a function.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a property as if it is a function.
</member>
<member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a function that is not a coroutine is called with await.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await.
</member>
- <member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
+ <member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="0">
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
</member>
<member name="debug/gdscript/warnings/shadowed_global_identifier" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable, signal, or enum that would have the same name as a built-in function or global class name, which possibly shadow it.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it.
</member>
<member name="debug/gdscript/warnings/shadowed_variable" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable that would shadow a member variable that the class defines.
</member>
<member name="debug/gdscript/warnings/shadowed_variable_base_class" type="int" setter="" getter="" default="1">
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or subclass member variable that would shadow a variable that is inherited from a parent class.
</member>
<member name="debug/gdscript/warnings/standalone_expression" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
</member>
<member name="debug/gdscript/warnings/standalone_ternary" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
+ </member>
+ <member name="debug/gdscript/warnings/static_called_on_instance" type="int" setter="" getter="" default="1">
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a static method from an instance of a class instead of from the class directly.
</member>
<member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
- If [code]true[/code], all warnings will be reported as if they were errors.
+ If [code]true[/code], all warnings will be reported as if they are errors.
</member>
<member name="debug/gdscript/warnings/unassigned_variable" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when using a variable that wasn't previously assigned.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a variable that wasn't previously assigned.
</member>
<member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
</member>
<member name="debug/gdscript/warnings/unreachable_code" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
</member>
<member name="debug/gdscript/warnings/unreachable_pattern" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when an unreachable [code]match[/code] pattern is detected.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an unreachable [code]match[/code] pattern is detected.
</member>
<member name="debug/gdscript/warnings/unsafe_call_argument" type="int" setter="" getter="" default="0">
- If [code]enabled[/code], prints a warning or an error when using an expression whose type may not be compatible with the function parameter expected.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using an expression whose type may not be compatible with the function parameter expected.
</member>
<member name="debug/gdscript/warnings/unsafe_cast" type="int" setter="" getter="" default="0">
- If [code]enabled[/code], prints a warning or an error when performing an unsafe cast.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when performing an unsafe cast.
</member>
<member name="debug/gdscript/warnings/unsafe_method_access" type="int" setter="" getter="" default="0">
- If [code]enabled[/code], prints a warning or an error when calling a method whose presence is not guaranteed at compile-time in the class.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a method whose presence is not guaranteed at compile-time in the class.
</member>
<member name="debug/gdscript/warnings/unsafe_property_access" type="int" setter="" getter="" default="0">
- If [code]enabled[/code], prints a warning or an error when accessing a property whose presence is not guaranteed at compile-time in the class.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when accessing a property whose presence is not guaranteed at compile-time in the class.
</member>
<member name="debug/gdscript/warnings/unused_local_constant" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a local constant is never used.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local constant is never used.
</member>
<member name="debug/gdscript/warnings/unused_parameter" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a function parameter is never used.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function parameter is never used.
</member>
<member name="debug/gdscript/warnings/unused_private_class_variable" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a class variable is never used.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a private member variable is never used.
</member>
<member name="debug/gdscript/warnings/unused_signal" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a signal is unused.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a signal is declared but never emitted.
</member>
<member name="debug/gdscript/warnings/unused_variable" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when a local variable is unused.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable is unused.
</member>
<member name="debug/gdscript/warnings/void_assignment" type="int" setter="" getter="" default="1">
- If [code]enabled[/code], prints a warning or an error when assigning the result of a function that returns [code]void[/code] to a variable.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when assigning the result of a function that returns [code]void[/code] to a variable.
</member>
<member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug to the project developer.&quot;">
Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting.
@@ -445,12 +470,6 @@
<member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on: https://github.com/godotengine/godot/issues&quot;">
Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode.
</member>
- <member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
- Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
- If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. See also [member physics/common/physics_ticks_per_second].
- This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.
- [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead.
- </member>
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack allowed for debugging GDScript.
</member>
@@ -461,9 +480,10 @@
Print frames per second to standard output every second.
</member>
<member name="debug/settings/stdout/print_gpu_profile" type="bool" setter="" getter="" default="false">
+ Print GPU profile information to standard output every second. This includes how long each frame takes the GPU to render on average, broken down into different steps of the render pipeline, such as CanvasItems, shadows, glow, etc.
</member>
<member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false">
- Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. This can also be enabled using the [code]--verbose[/code] or [code]-v[/code] command line argument, even on an exported project. See also [method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose].
+ Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. This can also be enabled using the [code]--verbose[/code] or [code]-v[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], even on an exported project. See also [method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose].
</member>
<member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color(1, 0.2, 0.1, 0.8)">
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
@@ -477,9 +497,6 @@
<member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color(0, 0.6, 0.7, 0.42)">
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
- <member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color(1, 0.7, 0.1, 0.4)">
- Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
- </member>
<member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
@@ -504,9 +521,6 @@
<member name="debug/shapes/navigation/enable_link_connections_xray" type="bool" setter="" getter="" default="true">
If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu.
</member>
- <member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
- Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
- </member>
<member name="debug/shapes/navigation/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)">
Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
@@ -541,7 +555,7 @@
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="true">
- If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
+ If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
@@ -554,11 +568,21 @@
The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
[b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly.
</member>
+ <member name="display/window/ios/allow_high_refresh_rate" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
+ </member>
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
+ <member name="display/window/ios/hide_status_bar" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], the status bar is hidden while the app is running.
+ </member>
+ <member name="display/window/ios/suppress_ui_gesture" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], it will require two swipes to access iOS UI that uses gestures.
+ [b]Note:[/b] This setting has no effect on the home indicator if [code]hide_home_indicator[/code] is [code]true[/code].
+ </member>
<member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false">
- If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it.
+ If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it. See also [member display/window/size/transparent] and [member rendering/viewport/transparent_background].
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
Forces the main window to be always on top.
@@ -568,15 +592,25 @@
Forces the main window to be borderless.
[b]Note:[/b] This setting is ignored on iOS, Android, and Web.
</member>
- <member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false">
- Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
- Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
- [b]Note:[/b] This setting is ignored on iOS, Android, and Web.
+ <member name="display/window/size/extend_to_title" type="bool" setter="" getter="" default="false">
+ Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons.
+ [b]Note:[/b] This setting is implemented only on macOS.
+ </member>
+ <member name="display/window/size/mode" type="int" setter="" getter="" default="0">
+ Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves.
+ </member>
+ <member name="display/window/size/no_focus" type="bool" setter="" getter="" default="false">
+ Main window can't be focused. No-focus window will ignore all input, except mouse clicks.
</member>
<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
Allows the window to be resizable by default.
[b]Note:[/b] This setting is ignored on iOS.
</member>
+ <member name="display/window/size/transparent" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], enables a window manager hint that the main window background [i]can[/i] be transparent. This does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background].
+ [b]Note:[/b] To use a transparent splash screen, set [member application/boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].
+ [b]Note:[/b] This setting has no effect if [member display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
+ </member>
<member name="display/window/size/viewport_height" type="int" setter="" getter="" default="648">
Sets the game's main viewport height. On desktop platforms, this is also the initial window height, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_width], [member display/window/size/window_width_override] and [member display/window/size/window_height_override].
</member>
@@ -602,7 +636,7 @@
</member>
<member name="editor/movie_writer/fps" type="int" setter="" getter="" default="60">
The number of frames per second to record in the video when writing a movie. Simulation speed will adjust to always match the specified framerate, which means the engine will appear to run slower at higher [member editor/movie_writer/fps] values. Certain FPS values will require you to adjust [member editor/movie_writer/mix_rate] to prevent audio from desynchronizing over time.
- This can be specified manually on the command line using the [code]--fixed-fps &lt;fps&gt;[/code] command line argument.
+ This can be specified manually on the command line using the [code]--fixed-fps &lt;fps&gt;[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
<member name="editor/movie_writer/mix_rate" type="int" setter="" getter="" default="48000">
The audio mix rate to use in the recorded audio when writing a movie (in Hz). This can be different from [member audio/driver/mix_rate], but this value must be divisible by [member editor/movie_writer/fps] to prevent audio from desynchronizing over time.
@@ -646,20 +680,34 @@
If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
</member>
+ <member name="filesystem/import/blender/enabled.android" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot.
+ </member>
+ <member name="filesystem/import/blender/enabled.web" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot.
+ </member>
<member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a FBX2glTF executable in the editor settings at [code]filesystem/import/fbx/fbx2gltf_path[/code].
</member>
+ <member name="filesystem/import/fbx/enabled.android" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF can't easily be accessed from Godot.
+ </member>
+ <member name="filesystem/import/fbx/enabled.web" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF can't easily be accessed from Godot.
+ </member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
<member name="gui/common/swap_cancel_ok" type="bool" setter="" getter="">
- If [code]true[/code], swaps Cancel and OK buttons in dialogs on Windows and UWP to follow interface conventions.
+ If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows and UWP to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
+ [b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
</member>
<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
+ Maximum undo/redo history size for [TextEdit] fields.
</member>
<member name="gui/theme/custom" type="String" setter="" getter="" default="&quot;&quot;">
- Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension).
+ Path to a custom [Theme] resource file to use for the project ([code].theme[/code] or generic [code].tres[/code]/[code].res[/code] extension).
</member>
<member name="gui/theme/custom_font" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Font] resource to use as default for all GUI elements of the project.
@@ -681,12 +729,14 @@
[b]Note:[/b] This setting does not affect custom [Font]s used within the project.
</member>
<member name="gui/theme/default_font_subpixel_positioning" type="int" setter="" getter="" default="1">
- Default font glyph sub-pixel positioning mode. See [member FontFile.subpixel_positioning].
+ Default font glyph subpixel positioning mode. See [member FontFile.subpixel_positioning].
</member>
<member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0">
+ The default scale factor for [Control]s, when not overridden by a [Theme].
+ [b]Note:[/b] This property is only read when the project starts. To change the default scale at runtime, set [member ThemeDB.fallback_base_scale] instead.
</member>
<member name="gui/theme/lcd_subpixel_layout" type="int" setter="" getter="" default="1">
- LCD sub-pixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout].
+ LCD subpixel layout used for font anti-aliasing. See [enum TextServer.FontLCDSubpixelLayout].
</member>
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000">
Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds).
@@ -706,8 +756,12 @@
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_copy" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to copy a selection to the clipboard.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_cut" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to cut a selection to the clipboard.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move down in the UI.
@@ -718,10 +772,16 @@
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_filedialog_refresh" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to refresh the contents of the current directory of a [FileDialog].
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_filedialog_show_hidden" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to toggle showing hidden files and directories in a [FileDialog].
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_filedialog_up_one_level" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to go up one directory in a [FileDialog].
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_focus_next" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next].
@@ -732,8 +792,12 @@
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_graph_delete" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to delete a [GraphNode] in a [GraphEdit].
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_graph_duplicate" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to duplicate a [GraphNode] in a [GraphEdit].
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_home" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems.
@@ -744,6 +808,8 @@
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_menu" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to open a context menu in a text field.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_page_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems.
@@ -754,8 +820,12 @@
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_paste" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to paste from the clipboard.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_redo" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to redo an undone action.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_right" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move right in the UI.
@@ -766,98 +836,199 @@
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_swap_input_direction" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to swap input direction, i.e. change between left-to-right to right-to-left modes. Affects text-editting controls ([LineEdit], [TextEdit]).
+ </member>
+ <member name="input/ui_text_add_selection_for_next_occurrence" type="Dictionary" setter="" getter="">
+ If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
+ If no selection is currently active with the last caret in text fields, selects the word currently under the caret.
+ The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets.
+ The viewport is adjusted to the latest newly added caret.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_backspace" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to delete the character before the text cursor.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_backspace_all_to_left" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to delete [b]all[/b] text before the text cursor.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_backspace_all_to_left.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to delete all text before the text cursor.
</member>
<member name="input/ui_text_backspace_word" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to delete all characters before the cursor up until a whitespace or punctuation character.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_backspace_word.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to delete a word.
+ </member>
+ <member name="input/ui_text_caret_add_above" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to add an additional caret above every caret of a text
+ </member>
+ <member name="input/ui_text_caret_add_above.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to add a caret above every caret
+ </member>
+ <member name="input/ui_text_caret_add_below" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to add an additional caret below every caret of a text
+ </member>
+ <member name="input/ui_text_caret_add_below.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to add a caret below every caret
</member>
<member name="input/ui_text_caret_document_end" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor the the end of the text.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_document_end.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to move the text cursor to the end of the text.
</member>
<member name="input/ui_text_caret_document_start" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor to the start of the text.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_document_start.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to move the text cursor to the start of the text.
</member>
<member name="input/ui_text_caret_down" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor down.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_left" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor left.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_line_end" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor to the end of the line.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_line_end.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to move the text cursor to the end of the line.
</member>
<member name="input/ui_text_caret_line_start" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor to the start of the line.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_line_start.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to move the text cursor to the start of the line.
</member>
<member name="input/ui_text_caret_page_down" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor down one page.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_page_up" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor up one page.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_right" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor right.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_up" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor up.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_word_left" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor left to the next whitespace or punctuation.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_word_left.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to move the text cursor back one word.
</member>
<member name="input/ui_text_caret_word_right" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to move the text cursor right to the next whitespace or punctuation.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_caret_word_right.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to move the text cursor forward one word.
+ </member>
+ <member name="input/ui_text_clear_carets_and_selection" type="Dictionary" setter="" getter="">
+ If there's only one caret active and with a selection, clears the selection.
+ In case there's more than one caret active, removes the secondary carets and clears their selections.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_completion_accept" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to accept an autocompetion hint.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_completion_query" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to request autocompetion.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_completion_replace" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to accept an autocompetion hint, replacing existing text.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_dedent" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to unindent text.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_delete" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to delete the character after the text cursor.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_delete_all_to_right" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to delete [b]all[/b] text after the text cursor.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_delete_all_to_right.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to delete all text after the text cursor.
</member>
<member name="input/ui_text_delete_word" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to delete all characters after the cursor up until a whitespace or punctuation character.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_delete_word.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to delete a word after the text cursor.
</member>
<member name="input/ui_text_indent" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to indent the current line.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_newline" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to insert a new line at the position of the text cursor.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_newline_above" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to insert a new line before the current one.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_newline_blank" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to insert a new line after the current one.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_scroll_down" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to scroll down one line of text.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_scroll_down.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to scroll down one line.
</member>
<member name="input/ui_text_scroll_up" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to scroll up one line of text.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_scroll_up.macos" type="Dictionary" setter="" getter="">
+ macOS specific override for the shortcut to scroll up one line.
</member>
<member name="input/ui_text_select_all" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to select all text.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_select_word_under_caret" type="Dictionary" setter="" getter="">
If no selection is currently active, selects the word currently under the caret in text fields. If a selection is currently active, deselects the current selection.
- [b]Note:[/b] Currently, this is only implemented in [TextEdit], not [LineEdit].
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_submit" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to submit a text field.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_text_toggle_insert_mode" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to toggle [i]insert mode[/i] in a text field. While in insert mode, inserting new text overrides the character after the cursor, unless the next character is a new line.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_undo" type="Dictionary" setter="" getter="">
+ Default [InputEventAction] to undo the most recent action.
+ [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move up in the UI.
@@ -871,7 +1042,7 @@
</member>
<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
- [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--tablet-driver[/code] command line argument.
+ [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
<member name="input_devices/pen_tablet/driver.windows" type="String" setter="" getter="">
Override for [member input_devices/pen_tablet/driver] on Windows.
@@ -936,8 +1107,8 @@
<member name="internationalization/rendering/text_driver" type="String" setter="" getter="" default="&quot;&quot;">
Specifies the [TextServer] to use. If left empty, the default will be used.
"ICU / HarfBuzz / Graphite" is the most advanced text driver, supporting right-to-left typesetting and complex scripts (for languages like Arabic, Hebrew, etc). The "Fallback" text driver does not support right-to-left typesetting and complex scripts.
- [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--text-driver[/code] command line argument.
- [b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, which disables all text rendering and font-related functionality. This driver is not listed in the project settings, but it can be enabled when running the editor or project using the [code]--text-driver Dummy[/code] command line argument.
+ [b]Note:[/b] The driver in use can be overridden at runtime via the [code]--text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
+ [b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, which disables all text rendering and font-related functionality. This driver is not listed in the project settings, but it can be enabled when running the editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
<member name="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
@@ -1494,8 +1665,8 @@
<member name="network/remote_fs/page_size" type="int" setter="" getter="" default="65536">
Page size used by remote filesystem (in bytes).
</member>
- <member name="network/ssl/certificate_bundle_override" type="String" setter="" getter="" default="&quot;&quot;">
- The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
+ <member name="network/tls/certificate_bundle_override" type="String" setter="" getter="" default="&quot;&quot;">
+ The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
</member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
@@ -1641,15 +1812,19 @@
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
+ <member name="physics/common/max_physics_steps_per_frame" type="int" setter="" getter="" default="8">
+ Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics/common/physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member physics/common/max_physics_steps_per_frame] if you have increased [member physics/common/physics_ticks_per_second] significantly above its default value.
+ [b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
+ </member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps].
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member application/run/max_fps].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
- [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
+ [b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member physics/common/max_physics_steps_per_frame] if increasing [member physics/common/physics_ticks_per_second] significantly above its default value.
</member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
</member>
@@ -1672,6 +1847,9 @@
Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS].
+ In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
+ [b]Note:[/b] This property is only read when the project starts. To set debanding at run-time, set [member Viewport.use_debanding] on the root [Viewport] instead.
</member>
<member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
@@ -1699,13 +1877,6 @@
If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
[b]Note:[/b] Only supported when using the Vulkan Clustered backend or the OpenGL backend. When using Vulkan Mobile there is no depth prepass performed.
</member>
- <member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;vulkan&quot;">
- The video driver to use.
- [b]Note:[/b] OpenGL support is currently incomplete. Only basic rendering is supported.
- [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
- [b]FIXME:[/b] No longer valid after DisplayServer split:
- In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time.
- </member>
<member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
@@ -1721,14 +1892,11 @@
<member name="rendering/environment/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/environment/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/environment/glow/use_high_quality" type="bool" setter="" getter="" default="false">
- Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
- </member>
<member name="rendering/environment/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1">
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
</member>
<member name="rendering/environment/ssao/adaptive_target" type="float" setter="" getter="" default="0.5">
- Quality target to use when [member rendering/environment/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance.
+ Quality target to use when [member rendering/environment/ssao/quality] is set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance.
</member>
<member name="rendering/environment/ssao/blur_passes" type="int" setter="" getter="" default="2">
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
@@ -1743,10 +1911,10 @@
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
</member>
<member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2">
- Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
+ Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]Ultra[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
</member>
<member name="rendering/environment/ssil/adaptive_target" type="float" setter="" getter="" default="0.5">
- Quality target to use when [member rendering/environment/ssil/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene.
+ Quality target to use when [member rendering/environment/ssil/quality] is set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene.
</member>
<member name="rendering/environment/ssil/blur_passes" type="int" setter="" getter="" default="4">
Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
@@ -1761,7 +1929,7 @@
If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
</member>
<member name="rendering/environment/ssil/quality" type="int" setter="" getter="" default="2">
- Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssil/adaptive_target] setting.
+ Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]Ultra[/code] will use the [member rendering/environment/ssil/adaptive_target] setting.
</member>
<member name="rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
@@ -1776,11 +1944,35 @@
Enables filtering of the volumetric fog effect prior to integration. This substantially blurs the fog which reduces fine details but also smooths out harsh edges and aliasing artifacts. Disable when more detail is required.
</member>
<member name="rendering/environment/volumetric_fog/volume_depth" type="int" setter="" getter="" default="64">
- Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement.
+ Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement. See also [member Environment.volumetric_fog_length].
</member>
<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
</member>
+ <member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Sets the driver to be used by the renderer when using the Compatibility renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
+ </member>
+ <member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Android override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ iOS override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ LinuxBSD override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ macOS override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Web override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Windows override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/item_buffer_size" type="int" setter="" getter="" default="16384">
+ Maximum number of canvas items commands that can be drawn in a single viewport update. If more render commands are issued they will be ignored. Decreasing this limit may improve performance on bandwidth limited devices. Increase this limit if you find that not all objects are being drawn in a frame.
+ </member>
<member name="rendering/global_illumination/gi/use_half_resolution" type="bool" setter="" getter="" default="false">
If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting.
[b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead.
@@ -1826,6 +2018,9 @@
<member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
</member>
+ <member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2">
+ The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
+ </member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
</member>
@@ -1941,6 +2136,44 @@
<member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/renderer/rendering_method" type="String" setter="" getter="" default="&quot;forward_plus&quot;">
+ Sets the renderer that will be used by the project. Options are:
+ [b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
+ [b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base overhead than Forward Plus, but does not scale as well to large scenes with many elements.
+ [b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs.
+ </member>
+ <member name="rendering/renderer/rendering_method.mobile" type="String" setter="" getter="" default="&quot;mobile&quot;">
+ Override for [member rendering/renderer/rendering_method] on mobile devices.
+ </member>
+ <member name="rendering/renderer/rendering_method.web" type="String" setter="" getter="" default="&quot;gl_compatibility&quot;">
+ Override for [member rendering/renderer/rendering_method] on web.
+ </member>
+ <member name="rendering/rendering_device/driver" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
+ </member>
+ <member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ Android override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ iOS override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ LinuxBSD override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ macOS override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ Windows override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256">
+ </member>
+ <member name="rendering/rendering_device/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128">
+ </member>
+ <member name="rendering/rendering_device/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
+ </member>
+ <member name="rendering/rendering_device/vulkan/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
+ </member>
<member name="rendering/scaling_3d/fsr_sharpness" type="float" setter="" getter="" default="0.2">
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
</member>
@@ -1953,6 +2186,7 @@
<member name="rendering/shader_compiler/shader_cache/compress" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/shader_compiler/shader_cache/enabled" type="bool" setter="" getter="" default="true">
+ Enable the shader cache, which stores compiled shaders to disk to prevent stuttering from shader compilation the next time the shader is needed.
</member>
<member name="rendering/shader_compiler/shader_cache/strip_debug" type="bool" setter="" getter="" default="false">
</member>
@@ -1997,9 +2231,6 @@
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member>
- <member name="rendering/textures/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2">
- The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings.
- </member>
<member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
@@ -2016,23 +2247,33 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
- <member name="rendering/vrs/mode" type="int" setter="" getter="" default="0">
- Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
- </member>
- <member name="rendering/vrs/texture" type="String" setter="" getter="" default="&quot;&quot;">
- If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image.
- </member>
- <member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
- </member>
- <member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0">
+ <member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2">
+ The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings.
</member>
- <member name="rendering/vulkan/rendering/back_end.mobile" type="int" setter="" getter="" default="1">
+ <member name="rendering/textures/webp_compression/lossless_compression_factor" type="float" setter="" getter="" default="25">
+ The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
</member>
- <member name="rendering/vulkan/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256">
+ <member name="rendering/viewport/transparent_background" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed].
</member>
- <member name="rendering/vulkan/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128">
+ <member name="rendering/vrs/mode" type="int" setter="" getter="" default="0">
+ Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
</member>
- <member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
+ <member name="rendering/vrs/texture" type="String" setter="" getter="" default="&quot;&quot;">
+ If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image.
+ The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
+ [codeblock]
+ - 1x1 = rgb(0, 0, 0) - #000000
+ - 1x2 = rgb(0, 85, 0) - #005500
+ - 2x1 = rgb(85, 0, 0) - #550000
+ - 2x2 = rgb(85, 85, 0) - #555500
+ - 2x4 = rgb(85, 170, 0) - #55aa00
+ - 4x2 = rgb(170, 85, 0) - #aa5500
+ - 4x4 = rgb(170, 170, 0) - #aaaa00
+ - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
+ - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
+ - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
+ [/codeblock]
</member>
<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
</member>
@@ -2044,7 +2285,7 @@
Action map configuration to load by default.
</member>
<member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
- If [code]true[/code] Godot will setup and initialise OpenXR on startup.
+ If [code]true[/code] Godot will setup and initialize OpenXR on startup.
</member>
<member name="xr/openxr/form_factor" type="int" setter="" getter="" default="&quot;0&quot;">
Specify whether OpenXR should be configured for an HMD or a hand held device.
@@ -2052,6 +2293,9 @@
<member name="xr/openxr/reference_space" type="int" setter="" getter="" default="&quot;1&quot;">
Specify the default reference space.
</member>
+ <member name="xr/openxr/submit_depth_buffer" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Godot can't be used with this feature.
+ </member>
<member name="xr/openxr/view_configuration" type="int" setter="" getter="" default="&quot;1&quot;">
Specify the view configuration with which to configure OpenXR setting up either Mono or Stereo rendering.
</member>
diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml
index 5690ea5e95..602833bca5 100644
--- a/doc/classes/Projection.xml
+++ b/doc/classes/Projection.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Projection" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ 3D projection (4x4 matrix).
</brief_description>
<description>
+ A 4x4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four [Vector4] columns.
+ For purely linear transformations (translation, rotation, and scale), it is recommended to use [Transform3D], as it is more performant and has a lower memory footprint.
+ Used internally as [Camera3D]'s projection matrix.
</description>
<tutorials>
</tutorials>
@@ -10,18 +14,21 @@
<constructor name="Projection">
<return type="Projection" />
<description>
+ Constructs a default-initialized [Projection] set to [constant IDENTITY].
</description>
</constructor>
<constructor name="Projection">
<return type="Projection" />
<param index="0" name="from" type="Projection" />
<description>
+ Constructs a [Projection] as a copy of the given [Projection].
</description>
</constructor>
<constructor name="Projection">
<return type="Projection" />
<param index="0" name="from" type="Transform3D" />
<description>
+ Constructs a Projection as a copy of the given [Transform3D].
</description>
</constructor>
<constructor name="Projection">
@@ -40,12 +47,14 @@
<return type="Projection" />
<param index="0" name="flip_y" type="bool" />
<description>
+ Creates a new [Projection] that projects positions from a depth range of [code]-1[/code] to [code]1[/code] to one that ranges from [code]0[/code] to [code]1[/code], and flips the projected positions vertically, according to [param flip_y].
</description>
</method>
<method name="create_fit_aabb" qualifiers="static">
<return type="Projection" />
<param index="0" name="aabb" type="AABB" />
<description>
+ Creates a new [Projection] that scales a given projection to fit around a given [AABB] in projection space.
</description>
</method>
<method name="create_for_hmd" qualifiers="static">
@@ -59,6 +68,8 @@
<param index="6" name="z_near" type="float" />
<param index="7" name="z_far" type="float" />
<description>
+ Creates a new [Projection] for projecting positions onto a head-mounted display with the given X:Y aspect ratio, distance between eyes, display width, distance to lens, oversampling factor, and depth clipping planes.
+ [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2.
</description>
</method>
<method name="create_frustum" qualifiers="static">
@@ -70,6 +81,7 @@
<param index="4" name="z_near" type="float" />
<param index="5" name="z_far" type="float" />
<description>
+ Creates a new [Projection] that projects positions in a frustum with the given clipping planes.
</description>
</method>
<method name="create_frustum_aspect" qualifiers="static">
@@ -81,12 +93,15 @@
<param index="4" name="z_far" type="float" />
<param index="5" name="flip_fov" type="bool" default="false" />
<description>
+ Creates a new [Projection] that projects positions in a frustum with the given size, X:Y aspect ratio, offset, and clipping planes.
+ [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="create_light_atlas_rect" qualifiers="static">
<return type="Projection" />
<param index="0" name="rect" type="Rect2" />
<description>
+ Creates a new [Projection] that projects positions into the given [Rect2].
</description>
</method>
<method name="create_orthogonal" qualifiers="static">
@@ -98,6 +113,7 @@
<param index="4" name="z_near" type="float" />
<param index="5" name="z_far" type="float" />
<description>
+ Creates a new [Projection] that projects positions using an orthogonal projection with the given clipping planes.
</description>
</method>
<method name="create_orthogonal_aspect" qualifiers="static">
@@ -108,6 +124,8 @@
<param index="3" name="z_far" type="float" />
<param index="4" name="flip_fov" type="bool" default="false" />
<description>
+ Creates a new [Projection] that projects positions using an orthogonal projection with the given size, X:Y aspect ratio, and clipping planes.
+ [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="create_perspective" qualifiers="static">
@@ -118,6 +136,8 @@
<param index="3" name="z_far" type="float" />
<param index="4" name="flip_fov" type="bool" default="false" />
<description>
+ Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping planes.
+ [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="create_perspective_hmd" qualifiers="static">
@@ -131,31 +151,40 @@
<param index="6" name="intraocular_dist" type="float" />
<param index="7" name=" convergence_dist" type="float" />
<description>
+ Creates a new [Projection] that projects positions using a perspective projection with the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances. The projection is adjusted for a head-mounted display with the given distance between eyes and distance to a point that can be focused on.
+ [param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2.
+ [param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="determinant" qualifiers="const">
<return type="float" />
<description>
+ Returns a scalar value that is the signed factor by which areas are scaled by this matrix. If the sign is negative, the matrix flips the orientation of the area.
+ The determinant can be used to calculate the invertibility of a matrix or solve linear systems of equations involving the matrix, among other applications.
</description>
</method>
<method name="flipped_y" qualifiers="const">
<return type="Projection" />
<description>
+ Returns a copy of this [Projection] with the signs of the values of the Y column flipped.
</description>
</method>
<method name="get_aspect" qualifiers="const">
<return type="float" />
<description>
+ Returns the X:Y aspect ratio of this [Projection]'s viewport.
</description>
</method>
<method name="get_far_plane_half_extents" qualifiers="const">
<return type="Vector2" />
<description>
+ Returns the dimensions of the far clipping plane of the projection, divided by two.
</description>
</method>
<method name="get_fov" qualifiers="const">
<return type="float" />
<description>
+ Returns the horizontal field of view of the projection (in degrees).
</description>
</method>
<method name="get_fovy" qualifiers="static">
@@ -163,89 +192,114 @@
<param index="0" name="fovx" type="float" />
<param index="1" name="aspect" type="float" />
<description>
+ Returns the vertical field of view of the projection (in degrees) associated with the given horizontal field of view (in degrees) and aspect ratio.
</description>
</method>
<method name="get_lod_multiplier" qualifiers="const">
<return type="float" />
<description>
+ Returns the factor by which the visible level of detail is scaled by this [Projection].
</description>
</method>
<method name="get_pixels_per_meter" qualifiers="const">
<return type="int" />
<param index="0" name="for_pixel_width" type="int" />
<description>
+ Returns the number of pixels with the given pixel width displayed per meter, after this [Projection] is applied.
</description>
</method>
<method name="get_projection_plane" qualifiers="const">
<return type="Plane" />
<param index="0" name="plane" type="int" />
<description>
+ Returns the clipping plane of this [Projection] whose index is given by [param plane].
+ [param plane] should be equal to one of [constant PLANE_NEAR], [constant PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant PLANE_RIGHT], or [constant PLANE_BOTTOM].
</description>
</method>
<method name="get_viewport_half_extents" qualifiers="const">
<return type="Vector2" />
<description>
+ Returns the dimensions of the viewport plane that this [Projection] projects positions onto, divided by two.
</description>
</method>
<method name="get_z_far" qualifiers="const">
<return type="float" />
<description>
+ Returns the distance for this [Projection] beyond which positions are clipped.
</description>
</method>
<method name="get_z_near" qualifiers="const">
<return type="float" />
<description>
+ Returns the distance for this [Projection] before which positions are clipped.
</description>
</method>
<method name="inverse" qualifiers="const">
<return type="Projection" />
<description>
+ Returns a [Projection] that performs the inverse of this [Projection]'s projective transformation.
</description>
</method>
<method name="is_orthogonal" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if this [Projection] performs an orthogonal projection.
</description>
</method>
<method name="jitter_offseted" qualifiers="const">
<return type="Projection" />
<param index="0" name="offset" type="Vector2" />
<description>
+ Returns a [Projection] with the X and Y values from the given [Vector2] added to the first and second values of the final column respectively.
</description>
</method>
<method name="perspective_znear_adjusted" qualifiers="const">
<return type="Projection" />
<param index="0" name="new_znear" type="float" />
<description>
+ Returns a [Projection] with the near clipping distance adjusted to be [param new_znear].
+ [b]Note:[/b] The original [Projection] must be a perspective projection.
</description>
</method>
</methods>
<members>
<member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0, 1)">
+ The projection matrix's W vector (column 3). Equivalent to array index [code]3[/code].
</member>
<member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0, 0)">
+ The projection matrix's X vector (column 0). Equivalent to array index [code]0[/code].
</member>
<member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0, 0)">
+ The projection matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
</member>
<member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1, 0)">
+ The projection matrix's Z vector (column 2). Equivalent to array index [code]2[/code].
</member>
</members>
<constants>
<constant name="PLANE_NEAR" value="0">
+ The index value of the projection's near clipping plane.
</constant>
<constant name="PLANE_FAR" value="1">
+ The index value of the projection's far clipping plane.
</constant>
<constant name="PLANE_LEFT" value="2">
+ The index value of the projection's left clipping plane.
</constant>
<constant name="PLANE_TOP" value="3">
+ The index value of the projection's top clipping plane.
</constant>
<constant name="PLANE_RIGHT" value="4">
+ The index value of the projection's right clipping plane.
</constant>
<constant name="PLANE_BOTTOM" value="5">
+ The index value of the projection bottom clipping plane.
</constant>
<constant name="IDENTITY" value="Projection(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)">
+ A [Projection] with no transformation defined. When applied to other data structures, no transformation is performed.
</constant>
<constant name="ZERO" value="Projection(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)">
+ A [Projection] with all values initialized to 0. When applied to other data structures, they will be zeroed.
</constant>
</constants>
<operators>
@@ -253,30 +307,38 @@
<return type="bool" />
<param index="0" name="right" type="Projection" />
<description>
+ Returns [code]true[/code] if the projections are not equal.
+ [b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
</description>
</operator>
<operator name="operator *">
<return type="Projection" />
<param index="0" name="right" type="Projection" />
<description>
+ Returns a [Projection] that applies the combined transformations of this [Projection] and [param right].
</description>
</operator>
<operator name="operator *">
<return type="Vector4" />
<param index="0" name="right" type="Vector4" />
<description>
+ Projects (multiplies) the given [Vector4] by this [Projection] matrix.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="Projection" />
<description>
+ Returns [code]true[/code] if the projections are equal.
+ [b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
</description>
</operator>
<operator name="operator []">
<return type="Vector4" />
<param index="0" name="index" type="int" />
<description>
+ Returns the column of the [Projection] with the given index.
+ Indices are in the following order: x, y, z, w.
</description>
</operator>
</operators>
diff --git a/doc/classes/PropertyTweener.xml b/doc/classes/PropertyTweener.xml
index 75d9c919aa..61e8357809 100644
--- a/doc/classes/PropertyTweener.xml
+++ b/doc/classes/PropertyTweener.xml
@@ -13,7 +13,8 @@
<method name="as_relative">
<return type="PropertyTweener" />
<description>
- When called, the final value will be used as a relative value instead. Example:
+ When called, the final value will be used as a relative value instead.
+ [b]Example:[/b]
[codeblock]
var tween = get_tree().create_tween()
tween.tween_property(self, "position", Vector2.RIGHT * 100, 1).as_relative() #the node will move by 100 pixels to the right
@@ -24,10 +25,11 @@
<return type="PropertyTweener" />
<param index="0" name="value" type="Variant" />
<description>
- Sets a custom initial value to the [PropertyTweener]. Example:
+ Sets a custom initial value to the [PropertyTweener].
+ [b]Example:[/b]
[codeblock]
var tween = get_tree().create_tween()
- tween.tween_property(self, "position", Vector2(200, 100), 1).from(Vector2(100, 100) #this will move the node from position (100, 100) to (200, 100)
+ tween.tween_property(self, "position", Vector2(200, 100), 1).from(Vector2(100, 100)) #this will move the node from position (100, 100) to (200, 100)
[/codeblock]
</description>
</method>
diff --git a/doc/classes/QuadMesh.xml b/doc/classes/QuadMesh.xml
new file mode 100644
index 0000000000..b869774601
--- /dev/null
+++ b/doc/classes/QuadMesh.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="QuadMesh" inherits="PlaneMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Class representing a square mesh facing the camera.
+ </brief_description>
+ <description>
+ Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this rotation is more suited for use with billboarded materials. A [QuadMesh] is equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] is [constant PlaneMesh.FACE_Z].
+ </description>
+ <tutorials>
+ <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
+ <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link>
+ </tutorials>
+ <members>
+ <member name="orientation" type="int" setter="set_orientation" getter="get_orientation" overrides="PlaneMesh" enum="PlaneMesh.Orientation" default="2" />
+ <member name="size" type="Vector2" setter="set_size" getter="get_size" overrides="PlaneMesh" default="Vector2(1, 1)" />
+ </members>
+</class>
diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml
index a521af5709..ac2eda9f28 100644
--- a/doc/classes/Quaternion.xml
+++ b/doc/classes/Quaternion.xml
@@ -43,12 +43,6 @@
</constructor>
<constructor name="Quaternion">
<return type="Quaternion" />
- <param index="0" name="euler_yxz" type="Vector3" />
- <description>
- </description>
- </constructor>
- <constructor name="Quaternion">
- <return type="Quaternion" />
<param index="0" name="from" type="Basis" />
<description>
Constructs a quaternion from the given [Basis].
@@ -71,7 +65,7 @@
<param index="0" name="to" type="Quaternion" />
<description>
Returns the angle between this quaternion and [param to]. This is the magnitude of the angle you would need to rotate by to get from one to the other.
- [b]Note:[/b] This method has an abnormally high number of floating-point errors, so methods such as [code]is_zero_approx[/code] will not work reliably.
+ [b]Note:[/b] The magnitude of the floating-point error for this method is abnormally high, so methods such as [code]is_zero_approx[/code] will not work reliably.
</description>
</method>
<method name="dot" qualifiers="const">
@@ -86,6 +80,13 @@
<description>
</description>
</method>
+ <method name="from_euler" qualifiers="static">
+ <return type="Quaternion" />
+ <param index="0" name="euler" type="Vector3" />
+ <description>
+ Constructs a Quaternion from Euler angles in YXZ rotation order.
+ </description>
+ </method>
<method name="get_angle" qualifiers="const">
<return type="float" />
<description>
@@ -98,8 +99,9 @@
</method>
<method name="get_euler" qualifiers="const">
<return type="Vector3" />
+ <param index="0" name="order" type="int" default="2" />
<description>
- Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
+ Returns the quaternion's rotation in the form of Euler angles. The Euler order depends on the [param order] parameter, for example using the YXZ convention: since this method decomposes, first Z, then X, and Y last. See the [enum EulerOrder] enum for possible values. The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
</description>
</method>
<method name="inverse" qualifiers="const">
@@ -115,6 +117,12 @@
Returns [code]true[/code] if this quaternion and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this quaternion is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="is_normalized" qualifiers="const">
<return type="bool" />
<description>
diff --git a/doc/classes/RDPipelineRasterizationState.xml b/doc/classes/RDPipelineRasterizationState.xml
index 39a64c730a..48599b6262 100644
--- a/doc/classes/RDPipelineRasterizationState.xml
+++ b/doc/classes/RDPipelineRasterizationState.xml
@@ -13,7 +13,7 @@
</member>
<member name="depth_bias_constant_factor" type="float" setter="set_depth_bias_constant_factor" getter="get_depth_bias_constant_factor" default="0.0">
</member>
- <member name="depth_bias_enable" type="bool" setter="set_depth_bias_enable" getter="get_depth_bias_enable" default="false">
+ <member name="depth_bias_enabled" type="bool" setter="set_depth_bias_enabled" getter="get_depth_bias_enabled" default="false">
</member>
<member name="depth_bias_slope_factor" type="float" setter="set_depth_bias_slope_factor" getter="get_depth_bias_slope_factor" default="0.0">
</member>
diff --git a/doc/classes/RDTextureFormat.xml b/doc/classes/RDTextureFormat.xml
index 1b70303d2d..3bfcd610a4 100644
--- a/doc/classes/RDTextureFormat.xml
+++ b/doc/classes/RDTextureFormat.xml
@@ -35,7 +35,7 @@
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="RenderingDevice.TextureType" default="1">
</member>
- <member name="usage_bits" type="int" setter="set_usage_bits" getter="get_usage_bits" default="0">
+ <member name="usage_bits" type="int" setter="set_usage_bits" getter="get_usage_bits" enum="RenderingDevice.TextureUsageBits" default="0">
</member>
<member name="width" type="int" setter="set_width" getter="get_width" default="1">
</member>
diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml
index a6523e4c8b..2d40a7be57 100644
--- a/doc/classes/RID.xml
+++ b/doc/classes/RID.xml
@@ -4,7 +4,8 @@
Handle for a [Resource]'s unique ID.
</brief_description>
<description>
- The RID type is used to access the unique integer ID of a resource. They are opaque, which means they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [RenderingServer].
+ The RID [Variant] type is used to access a low-level resource by its unique ID. RIDs are opaque, which means they do not grant access to the resource by themselves. They are used by the low-level server classes, such as [DisplayServer], [RenderingServer], [TextServer], etc.
+ A low-level resource may correspond to a high-level [Resource], such as [Texture] or [Mesh].
</description>
<tutorials>
</tutorials>
@@ -27,13 +28,13 @@
<method name="get_id" qualifiers="const">
<return type="int" />
<description>
- Returns the ID of the referenced resource.
+ Returns the ID of the referenced low-level resource.
</description>
</method>
<method name="is_valid" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if [RID] is valid.
+ Returns [code]true[/code] if the [RID] is not [code]0[/code].
</description>
</method>
</methods>
@@ -42,36 +43,42 @@
<return type="bool" />
<param index="0" name="right" type="RID" />
<description>
+ Returns [code]true[/code] if the [RID]s are not equal.
</description>
</operator>
<operator name="operator &lt;">
<return type="bool" />
<param index="0" name="right" type="RID" />
<description>
+ Returns [code]true[/code] if the [RID]'s ID is less than [param right]'s ID.
</description>
</operator>
<operator name="operator &lt;=">
<return type="bool" />
<param index="0" name="right" type="RID" />
<description>
+ Returns [code]true[/code] if the [RID]'s ID is less than or equal to [param right]'s ID.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="RID" />
<description>
+ Returns [code]true[/code] if both [RID]s are equal, which means they both refer to the same low-level resource.
</description>
</operator>
<operator name="operator &gt;">
<return type="bool" />
<param index="0" name="right" type="RID" />
<description>
+ Returns [code]true[/code] if the [RID]'s ID is greater than [param right]'s ID.
</description>
</operator>
<operator name="operator &gt;=">
<return type="bool" />
<param index="0" name="right" type="RID" />
<description>
+ Returns [code]true[/code] if the [RID]'s ID is greater than or equal to [param right]'s ID.
</description>
</operator>
</operators>
diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml
index b8a290381f..a6254788ce 100644
--- a/doc/classes/RandomNumberGenerator.xml
+++ b/doc/classes/RandomNumberGenerator.xml
@@ -10,10 +10,9 @@
[codeblock]
var rng = RandomNumberGenerator.new()
func _ready():
- rng.randomize()
var my_random_number = rng.randf_range(-10.0, 10.0)
[/codeblock]
- [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed.
+ [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and change when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed.
</description>
<tutorials>
<link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link>
diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml
index 16e6e86f9e..2dcfc90955 100644
--- a/doc/classes/Range.xml
+++ b/doc/classes/Range.xml
@@ -16,6 +16,13 @@
Called when the [Range]'s value is changed (following the same conditions as [signal value_changed]).
</description>
</method>
+ <method name="set_value_no_signal">
+ <return type="void" />
+ <param index="0" name="value" type="float" />
+ <description>
+ Sets the [Range]'s current value to the specified [param value], without emitting the [signal value_changed] signal.
+ </description>
+ </method>
<method name="share">
<return type="void" />
<param index="0" name="with" type="Node" />
@@ -31,35 +38,36 @@
</method>
</methods>
<members>
- <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed">
+ <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed" default="false">
If [code]true[/code], [member value] may be greater than [member max_value].
</member>
- <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed">
+ <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed" default="false">
If [code]true[/code], [member value] may be less than [member min_value].
</member>
- <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp">
+ <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp" default="false">
If [code]true[/code], and [code]min_value[/code] is greater than 0, [code]value[/code] will be represented exponentially rather than linearly.
</member>
- <member name="max_value" type="float" setter="set_max" getter="get_max">
+ <member name="max_value" type="float" setter="set_max" getter="get_max" default="100.0">
Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code].
</member>
- <member name="min_value" type="float" setter="set_min" getter="get_min">
+ <member name="min_value" type="float" setter="set_min" getter="get_min" default="0.0">
Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code].
</member>
- <member name="page" type="float" setter="set_page" getter="get_page">
+ <member name="page" type="float" setter="set_page" getter="get_page" default="0.0">
Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [code]page[/code] over the difference between [code]min_value[/code] and [code]max_value[/code].
</member>
<member name="ratio" type="float" setter="set_as_ratio" getter="get_as_ratio">
The value mapped between 0 and 1.
</member>
- <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values">
+ <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values" default="false">
If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer.
</member>
- <member name="step" type="float" setter="set_step" getter="get_step">
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="0" />
+ <member name="step" type="float" setter="set_step" getter="get_step" default="0.01">
If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer.
</member>
- <member name="value" type="float" setter="set_value" getter="get_value">
- Range's current value.
+ <member name="value" type="float" setter="set_value" getter="get_value" default="0.0">
+ Range's current value. Changing this property (even via code) will trigger [signal value_changed] signal. Use [method set_value_no_signal] if you want to avoid it.
</member>
</members>
<signals>
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 7132f4f0b5..d39e50d5f0 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -82,9 +82,9 @@
var rect2 = rect.expand(Vector2(0, -1))
[/gdscript]
[csharp]
- # position (-3, 2), size (1, 1)
+ // position (-3, 2), size (1, 1)
var rect = new Rect2(new Vector2(-3, 2), new Vector2(1, 1));
- # position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)
+ // position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)
var rect2 = rect.Expand(new Vector2(0, -1));
[/csharp]
[/codeblocks]
@@ -93,7 +93,7 @@
<method name="get_area" qualifiers="const">
<return type="float" />
<description>
- Returns the area of the [Rect2]. See also [method has_no_area].
+ Returns the area of the [Rect2]. See also [method has_area].
</description>
</method>
<method name="get_center" qualifiers="const">
@@ -127,11 +127,10 @@
Returns a copy of the [Rect2] grown by the specified [param amount] on the specified [enum Side].
</description>
</method>
- <method name="has_no_area" qualifiers="const">
+ <method name="has_area" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/code] otherwise. See also [method get_area].
- [b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, [method has_no_area] will return [code]true[/code].
+ Returns [code]true[/code] if the [Rect2] has area, and [code]false[/code] if the [Rect2] is linear, empty, or has a negative [member size]. See also [method get_area].
</description>
</method>
<method name="has_point" qualifiers="const">
@@ -166,6 +165,12 @@
Returns [code]true[/code] if this [Rect2] and [param rect] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this [Rect2] is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="merge" qualifiers="const">
<return type="Rect2" />
<param index="0" name="b" type="Rect2" />
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index d5d68bde31..325ead0cfa 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -79,9 +79,9 @@
var rect2 = rect.expand(Vector2i(0, -1))
[/gdscript]
[csharp]
- # position (-3, 2), size (1, 1)
+ // position (-3, 2), size (1, 1)
var rect = new Rect2i(new Vector2i(-3, 2), new Vector2i(1, 1));
- # position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1)
+ // position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1)
var rect2 = rect.Expand(new Vector2i(0, -1));
[/csharp]
[/codeblocks]
@@ -90,7 +90,7 @@
<method name="get_area" qualifiers="const">
<return type="int" />
<description>
- Returns the area of the [Rect2i]. See also [method has_no_area].
+ Returns the area of the [Rect2i]. See also [method has_area].
</description>
</method>
<method name="get_center" qualifiers="const">
@@ -125,11 +125,10 @@
Returns a copy of the [Rect2i] grown by the specified [param amount] on the specified [enum Side].
</description>
</method>
- <method name="has_no_area" qualifiers="const">
+ <method name="has_area" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the [Rect2i] is flat or empty, [code]false[/code] otherwise. See also [method get_area].
- [b]Note:[/b] If the [Rect2i] has a negative size and is not flat or empty, [method has_no_area] will return [code]true[/code].
+ Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] if the [Rect2i] is linear, empty, or has a negative [member size]. See also [method get_area].
</description>
</method>
<method name="has_point" qualifiers="const">
diff --git a/doc/classes/RefCounted.xml b/doc/classes/RefCounted.xml
index 3daf3534b0..223e572254 100644
--- a/doc/classes/RefCounted.xml
+++ b/doc/classes/RefCounted.xml
@@ -13,6 +13,12 @@
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
</tutorials>
<methods>
+ <method name="get_reference_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the current reference count.
+ </description>
+ </method>
<method name="init_ref">
<return type="bool" />
<description>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index eb85a4adb4..f318430611 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -9,8 +9,8 @@
<methods>
<method name="barrier">
<return type="void" />
- <param index="0" name="from" type="int" default="7" />
- <param index="1" name="to" type="int" default="7" />
+ <param index="0" name="from" type="int" enum="RenderingDevice.BarrierMask" default="7" />
+ <param index="1" name="to" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -19,7 +19,7 @@
<param index="0" name="buffer" type="RID" />
<param index="1" name="offset" type="int" />
<param index="2" name="size_bytes" type="int" />
- <param index="3" name="post_barrier" type="int" default="7" />
+ <param index="3" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -35,7 +35,7 @@
<param index="1" name="offset" type="int" />
<param index="2" name="size_bytes" type="int" />
<param index="3" name="data" type="PackedByteArray" />
- <param index="4" name="post_barrier" type="int" default="7" />
+ <param index="4" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -83,7 +83,7 @@
</method>
<method name="compute_list_end">
<return type="void" />
- <param index="0" name="post_barrier" type="int" default="7" />
+ <param index="0" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -223,7 +223,7 @@
</method>
<method name="draw_list_end">
<return type="void" />
- <param index="0" name="post_barrier" type="int" default="7" />
+ <param index="0" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -232,7 +232,7 @@
<param index="0" name="draw_list" type="int" />
<param index="1" name="color" type="Color" />
<description>
- Sets blend constants for draw list, blend constants are used only if the graphics pipeline is created with [code]DYNAMIC_STATE_BLEND_CONSTANTS[/code] flag set.
+ Sets blend constants for draw list, blend constants are used only if the graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set.
</description>
</method>
<method name="draw_list_set_push_constant">
@@ -425,7 +425,7 @@
<param index="5" name="multisample_state" type="RDPipelineMultisampleState" />
<param index="6" name="stencil_state" type="RDPipelineDepthStencilState" />
<param index="7" name="color_blend_state" type="RDPipelineColorBlendState" />
- <param index="8" name="dynamic_state_flags" type="int" default="0" />
+ <param index="8" name="dynamic_state_flags" type="int" enum="RenderingDevice.PipelineDynamicStateFlags" default="0" />
<param index="9" name="for_render_pass" type="int" default="0" />
<param index="10" name="specialization_constants" type="RDPipelineSpecializationConstant[]" default="[]" />
<description>
@@ -504,7 +504,7 @@
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
<param index="1" name="data" type="PackedByteArray" default="PackedByteArray()" />
- <param index="2" name="usage" type="int" default="0" />
+ <param index="2" name="usage" type="int" enum="RenderingDevice.StorageBufferUsage" default="0" />
<description>
</description>
</method>
@@ -534,7 +534,7 @@
<param index="3" name="mipmap_count" type="int" />
<param index="4" name="base_layer" type="int" />
<param index="5" name="layer_count" type="int" />
- <param index="6" name="post_barrier" type="int" default="7" />
+ <param index="6" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -549,7 +549,7 @@
<param index="6" name="dst_mipmap" type="int" />
<param index="7" name="src_layer" type="int" />
<param index="8" name="dst_layer" type="int" />
- <param index="9" name="post_barrier" type="int" default="7" />
+ <param index="9" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -589,7 +589,7 @@
<method name="texture_is_format_supported_for_usage" qualifiers="const">
<return type="bool" />
<param index="0" name="format" type="int" enum="RenderingDevice.DataFormat" />
- <param index="1" name="usage_flags" type="int" />
+ <param index="1" name="usage_flags" type="int" enum="RenderingDevice.TextureUsageBits" />
<description>
</description>
</method>
@@ -609,7 +609,7 @@
<return type="int" enum="Error" />
<param index="0" name="from_texture" type="RID" />
<param index="1" name="to_texture" type="RID" />
- <param index="2" name="post_barrier" type="int" default="7" />
+ <param index="2" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -618,7 +618,7 @@
<param index="0" name="texture" type="RID" />
<param index="1" name="layer" type="int" />
<param index="2" name="data" type="PackedByteArray" />
- <param index="3" name="post_barrier" type="int" default="7" />
+ <param index="3" name="post_barrier" type="int" enum="RenderingDevice.BarrierMask" default="7" />
<description>
</description>
</method>
@@ -643,6 +643,16 @@
<description>
</description>
</method>
+ <method name="vertex_array_create">
+ <return type="RID" />
+ <param index="0" name="vertex_count" type="int" />
+ <param index="1" name="vertex_format" type="int" />
+ <param index="2" name="src_buffers" type="RID[]" />
+ <param index="3" name="offsets" type="PackedInt64Array" default="PackedInt64Array()" />
+ <description>
+ Creates a vertex array based on the specified buffers. Optionally, [param offsets] (in bytes) may be defined for each buffer.
+ </description>
+ </method>
<method name="vertex_buffer_create">
<return type="RID" />
<param index="0" name="size_bytes" type="int" />
@@ -659,16 +669,6 @@
</method>
</methods>
<constants>
- <constant name="BARRIER_MASK_RASTER" value="1">
- </constant>
- <constant name="BARRIER_MASK_COMPUTE" value="2">
- </constant>
- <constant name="BARRIER_MASK_TRANSFER" value="4">
- </constant>
- <constant name="BARRIER_MASK_ALL" value="7">
- </constant>
- <constant name="BARRIER_MASK_NO_BARRIER" value="8">
- </constant>
<constant name="DEVICE_TYPE_OTHER" value="0" enum="DeviceType">
Rendering device type does not match any of the other enum values or is unknown.
</constant>
@@ -1151,6 +1151,16 @@
</constant>
<constant name="DATA_FORMAT_MAX" value="218" enum="DataFormat">
</constant>
+ <constant name="BARRIER_MASK_RASTER" value="1" enum="BarrierMask" is_bitfield="true">
+ </constant>
+ <constant name="BARRIER_MASK_COMPUTE" value="2" enum="BarrierMask" is_bitfield="true">
+ </constant>
+ <constant name="BARRIER_MASK_TRANSFER" value="4" enum="BarrierMask" is_bitfield="true">
+ </constant>
+ <constant name="BARRIER_MASK_ALL_BARRIERS" value="7" enum="BarrierMask" is_bitfield="true">
+ </constant>
+ <constant name="BARRIER_MASK_NO_BARRIER" value="8" enum="BarrierMask" is_bitfield="true">
+ </constant>
<constant name="TEXTURE_TYPE_1D" value="0" enum="TextureType">
</constant>
<constant name="TEXTURE_TYPE_2D" value="1" enum="TextureType">
@@ -1183,25 +1193,25 @@
</constant>
<constant name="TEXTURE_SAMPLES_MAX" value="7" enum="TextureSamples">
</constant>
- <constant name="TEXTURE_USAGE_SAMPLING_BIT" value="1" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_SAMPLING_BIT" value="1" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_COLOR_ATTACHMENT_BIT" value="2" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_COLOR_ATTACHMENT_BIT" value="2" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT" value="4" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT" value="4" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_STORAGE_BIT" value="8" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_STORAGE_BIT" value="8" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_STORAGE_ATOMIC_BIT" value="16" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_STORAGE_ATOMIC_BIT" value="16" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CPU_READ_BIT" value="32" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CPU_READ_BIT" value="32" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CAN_UPDATE_BIT" value="64" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CAN_UPDATE_BIT" value="64" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CAN_COPY_FROM_BIT" value="128" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CAN_COPY_FROM_BIT" value="128" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_CAN_COPY_TO_BIT" value="256" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_CAN_COPY_TO_BIT" value="256" enum="TextureUsageBits" is_bitfield="true">
</constant>
- <constant name="TEXTURE_USAGE_INPUT_ATTACHMENT_BIT" value="512" enum="TextureUsageBits">
+ <constant name="TEXTURE_USAGE_INPUT_ATTACHMENT_BIT" value="512" enum="TextureUsageBits" is_bitfield="true">
</constant>
<constant name="TEXTURE_SWIZZLE_IDENTITY" value="0" enum="TextureSwizzle">
</constant>
@@ -1263,7 +1273,7 @@
</constant>
<constant name="INDEX_BUFFER_FORMAT_UINT32" value="1" enum="IndexBufferFormat">
</constant>
- <constant name="STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT" value="1" enum="StorageBufferUsage">
+ <constant name="STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT" value="1" enum="StorageBufferUsage" is_bitfield="true">
</constant>
<constant name="UNIFORM_TYPE_SAMPLER" value="0" enum="UniformType">
</constant>
@@ -1443,19 +1453,19 @@
</constant>
<constant name="BLEND_OP_MAX" value="5" enum="BlendOperation">
</constant>
- <constant name="DYNAMIC_STATE_LINE_WIDTH" value="1" enum="PipelineDynamicStateFlags">
+ <constant name="DYNAMIC_STATE_LINE_WIDTH" value="1" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
- <constant name="DYNAMIC_STATE_DEPTH_BIAS" value="2" enum="PipelineDynamicStateFlags">
+ <constant name="DYNAMIC_STATE_DEPTH_BIAS" value="2" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
- <constant name="DYNAMIC_STATE_BLEND_CONSTANTS" value="4" enum="PipelineDynamicStateFlags">
+ <constant name="DYNAMIC_STATE_BLEND_CONSTANTS" value="4" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
- <constant name="DYNAMIC_STATE_DEPTH_BOUNDS" value="8" enum="PipelineDynamicStateFlags">
+ <constant name="DYNAMIC_STATE_DEPTH_BOUNDS" value="8" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
- <constant name="DYNAMIC_STATE_STENCIL_COMPARE_MASK" value="16" enum="PipelineDynamicStateFlags">
+ <constant name="DYNAMIC_STATE_STENCIL_COMPARE_MASK" value="16" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
- <constant name="DYNAMIC_STATE_STENCIL_WRITE_MASK" value="32" enum="PipelineDynamicStateFlags">
+ <constant name="DYNAMIC_STATE_STENCIL_WRITE_MASK" value="32" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
- <constant name="DYNAMIC_STATE_STENCIL_REFERENCE" value="64" enum="PipelineDynamicStateFlags">
+ <constant name="DYNAMIC_STATE_STENCIL_REFERENCE" value="64" enum="PipelineDynamicStateFlags" is_bitfield="true">
</constant>
<constant name="INITIAL_ACTION_CLEAR" value="0" enum="InitialAction">
</constant>
@@ -1581,6 +1591,10 @@
</constant>
<constant name="LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z" value="34" enum="Limit">
</constant>
+ <constant name="LIMIT_MAX_VIEWPORT_DIMENSIONS_X" value="35" enum="Limit">
+ </constant>
+ <constant name="LIMIT_MAX_VIEWPORT_DIMENSIONS_Y" value="36" enum="Limit">
+ </constant>
<constant name="MEMORY_TEXTURES" value="0" enum="MemoryType">
</constant>
<constant name="MEMORY_BUFFERS" value="1" enum="MemoryType">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 6aa9237385..1cc52e6837 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -13,6 +13,7 @@
Similarly, in 2D, a canvas is needed to draw all canvas items.
In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible.
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
+ [b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] disables all rendering and window management functions. Most functions from [RenderingServer] will return dummy values in this case.
</description>
<tutorials>
<link title="Optimization using Servers">$DOCS_URL/tutorials/performance/using_servers.html</link>
@@ -240,6 +241,7 @@
<param index="4" name="modulate" type="Color" default="Color(1, 1, 1, 1)" />
<param index="5" name="outline_size" type="int" default="0" />
<param index="6" name="px_range" type="float" default="1.0" />
+ <param index="7" name="scale" type="float" default="1.0" />
<description>
</description>
</method>
@@ -498,6 +500,14 @@
Sets if the [CanvasItem] uses its parent's material.
</description>
</method>
+ <method name="canvas_item_set_visibility_layer">
+ <return type="void" />
+ <param index="0" name="item" type="RID" />
+ <param index="1" name="visibility_layer" type="int" />
+ <description>
+ Sets the rendering visibility layer associated with this [CanvasItem]. Only [Viewport] nodes with a matching rendering mask will render this [CanvasItem].
+ </description>
+ </method>
<method name="canvas_item_set_visibility_notifier">
<return type="void" />
<param index="0" name="item" type="RID" />
@@ -829,6 +839,8 @@
<method name="create_local_rendering_device" qualifiers="const">
<return type="RenderingDevice" />
<description>
+ Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice.
+ [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
</description>
</method>
<method name="decal_create">
@@ -951,12 +963,6 @@
<description>
</description>
</method>
- <method name="environment_glow_set_use_high_quality">
- <return type="void" />
- <param index="0" name="enable" type="bool" />
- <description>
- </description>
- </method>
<method name="environment_set_adjustment">
<return type="void" />
<param index="0" name="env" type="RID" />
@@ -1264,6 +1270,8 @@
<method name="get_rendering_device" qualifiers="const">
<return type="RenderingDevice" />
<description>
+ Returns the global RenderingDevice.
+ [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
</description>
</method>
<method name="get_rendering_info">
@@ -1282,13 +1290,13 @@
<method name="get_test_cube">
<return type="RID" />
<description>
- Returns the id of the test cube. Creates one if none exists.
+ Returns the ID of the test cube. Creates one if none exists.
</description>
</method>
<method name="get_test_texture">
<return type="RID" />
<description>
- Returns the id of the test texture. Creates one if none exists.
+ Returns the ID of the test texture. Creates one if none exists.
</description>
</method>
<method name="get_video_adapter_api_version" qualifiers="const">
@@ -1322,7 +1330,7 @@
<method name="get_white_texture">
<return type="RID" />
<description>
- Returns the id of a white texture. Creates one if none exists.
+ Returns the ID of a white texture. Creates one if none exists.
</description>
</method>
<method name="gi_set_use_half_resolution">
@@ -1552,7 +1560,7 @@
<param index="0" name="instance" type="RID" />
<param index="1" name="aabb" type="AABB" />
<description>
- Sets a custom AABB to use when culling objects from the view frustum. Equivalent to [method GeometryInstance3D.set_custom_aabb].
+ Sets a custom AABB to use when culling objects from the view frustum. Equivalent to setting [member GeometryInstance3D.custom_aabb].
</description>
</method>
<method name="instance_set_extra_visibility_margin">
@@ -3015,6 +3023,14 @@
<description>
</description>
</method>
+ <method name="texture_get_rd_texture" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="texture" type="RID" />
+ <param index="1" name="srgb" type="bool" default="false" />
+ <description>
+ Returns a texture [RID] that can be used with [RenderingDevice].
+ </description>
+ </method>
<method name="texture_proxy_create">
<return type="RID" />
<param index="0" name="base" type="RID" />
@@ -3142,6 +3158,14 @@
If [code]true[/code], sets the viewport active, else sets it inactive.
</description>
</method>
+ <method name="viewport_set_canvas_cull_mask">
+ <return type="void" />
+ <param index="0" name="viewport" type="RID" />
+ <param index="1" name="canvas_cull_mask" type="int" />
+ <description>
+ Sets the rendering mask associated with this [Viewport]. Only [CanvasItem] nodes with a matching rendering visibility layer will be rendered by this [Viewport].
+ </description>
+ </method>
<method name="viewport_set_canvas_stacking">
<return type="void" />
<param index="0" name="viewport" type="RID" />
@@ -4576,9 +4600,11 @@
</constant>
<constant name="CANVAS_GROUP_MODE_DISABLED" value="0" enum="CanvasGroupMode">
</constant>
- <constant name="CANVAS_GROUP_MODE_OPAQUE" value="1" enum="CanvasGroupMode">
+ <constant name="CANVAS_GROUP_MODE_CLIP_ONLY" value="1" enum="CanvasGroupMode">
+ </constant>
+ <constant name="CANVAS_GROUP_MODE_CLIP_AND_DRAW" value="2" enum="CanvasGroupMode">
</constant>
- <constant name="CANVAS_GROUP_MODE_TRANSPARENT" value="2" enum="CanvasGroupMode">
+ <constant name="CANVAS_GROUP_MODE_TRANSPARENT" value="3" enum="CanvasGroupMode">
</constant>
<constant name="CANVAS_LIGHT_MODE_POINT" value="0" enum="CanvasLightMode">
</constant>
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index 3adf10da2d..e533fc1e32 100644
--- a/doc/classes/Resource.xml
+++ b/doc/classes/Resource.xml
@@ -4,7 +4,8 @@
Base class for all resources.
</brief_description>
<description>
- Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instantiated from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource.
+ Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [RefCounted], resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. Once loaded from disk, further attempts to load a resource by [member resource_path] returns the same reference. [PackedScene], one of the most common [Object]s in a Godot project, is also a resource, uniquely capable of storing and instantiating the [Node]s it contains as many times as desired.
+ In GDScript, resources can loaded from disk by their [member resource_path] using [method @GDScript.load] or [method @GDScript.preload].
[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
</description>
<tutorials>
@@ -15,77 +16,94 @@
<method name="_get_rid" qualifiers="virtual">
<return type="RID" />
<description>
+ Override this method to return a custom [RID] when [method get_rid] is called.
</description>
</method>
<method name="duplicate" qualifiers="const">
<return type="Resource" />
<param index="0" name="subresources" type="bool" default="false" />
<description>
- Duplicates the resource, returning a new resource with the exported members copied. [b]Note:[/b] To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn't have default values.
- By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [param subresources] argument which will copy the subresources.
- [b]Note:[/b] If [param subresources] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
- [b]Note:[/b] When duplicating a resource, only [code]export[/code]ed properties are copied. Other properties will be set to their default value in the new resource.
+ Duplicates this resource, returning a new resource with its [code]export[/code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the original.
+ If [param subresources] is [code]false[/code], a shallow copy is returned. Nested resources within subresources are not duplicated and are shared from the original resource. This behavior can be overridden by the [constant PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE] flag.
+ [b]Note:[/b] For custom resources, this method will fail if [method Object._init] has been defined with required parameters.
</description>
</method>
<method name="emit_changed">
<return type="void" />
<description>
- Emits the [signal changed] signal.
- If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).
- The method is equivalent to:
+ Emits the [signal changed] signal. This method is called automatically for built-in resources.
+ [b]Note:[/b] For custom resources, it's recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom [Object]s depending on the resource are properly updated.
[codeblock]
- emit_signal("changed")
+ var damage:
+ set(new_value):
+ if damage != new_value:
+ damage = new_value
+ emit_changed()
[/codeblock]
- [b]Note:[/b] This method is called automatically for built-in resources.
</description>
</method>
<method name="get_local_scene" qualifiers="const">
<return type="Node" />
<description>
- If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].
+ If [member resource_local_to_scene] is set to [code]true[/code] and the resource has been loaded from a [PackedScene] instantiation, returns the root [Node] of the scene where this resource is used. Otherwise, returns [code]null[/code].
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
- Returns the RID of the resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
+ Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID].
</description>
</method>
<method name="setup_local_to_scene">
<return type="void" />
<description>
- This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by connecting [signal setup_local_to_scene_requested] from script.
- For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.
+ Emits the [signal setup_local_to_scene_requested] signal. If [member resource_local_to_scene] is set to [code]true[/code], this method is called from [method PackedScene.instantiate] by the newly duplicated resource within the scene instance.
+ For most resources, this method performs no logic of its own. Custom behavior can be defined by connecting [signal setup_local_to_scene_requested] from a script, [b]not[/b] by overriding this method.
+ [b]Example:[/b] Assign a random value to [code]health[/code] for every duplicated Resource from an instantiated scene, excluding the original.
+ [codeblock]
+ extends Resource
+
+ var health = 0
+
+ func _init():
+ setup_local_to_scene_requested.connect(randomize_health)
+
+ func randomize_health():
+ health = randi_range(10, 40)
+ [/codeblock]
</description>
</method>
<method name="take_over_path">
<return type="void" />
<param index="0" name="path" type="String" />
<description>
- Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
+ Sets the [member resource_path] to [param path], potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.
</description>
</method>
</methods>
<members>
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" default="false">
- If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
+ If [code]true[/code], the resource is duplicated for each instance of all scenes using it. At run-time, the resource can be modified in one scene without affecting other instances (see [method PackedScene.instantiate]).
+ [b]Note:[/b] Changing this property at run-time has no effect on already created duplicate resources.
</member>
<member name="resource_name" type="String" setter="set_name" getter="get_name" default="&quot;&quot;">
- The name of the resource. This is an optional identifier. If [member resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [member resource_name] will be displayed as the tab name in the script editor.
+ An optional name for this resource. When defined, its value is displayed to represent the resource in the Inspector dock. For built-in scripts, the name is displayed as part of the tab name in the script editor.
</member>
<member name="resource_path" type="String" setter="set_path" getter="get_path" default="&quot;&quot;">
- The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
+ The unique path to this resource. If it has been saved to disk, the value will be its filepath. If the resource is exclusively contained within a scene, the value will be the [PackedScene]'s filepath, followed by an unique identifier.
+ [b]Note:[/b] Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, use [method take_over_path].
</member>
</members>
<signals>
<signal name="changed">
<description>
- Emitted whenever the resource changes.
- [b]Note:[/b] This signal is not emitted automatically for custom resources, which means that you need to create a setter and emit the signal yourself.
+ Emitted when the resource changes, usually when one of its properties is modified. See also [method emit_changed].
+ [b]Note:[/b] This signal is not emitted automatically for properties of custom resources. If necessary, a setter needs to be created to emit the signal.
</description>
</signal>
<signal name="setup_local_to_scene_requested">
<description>
+ Emitted when [method setup_local_to_scene] is called, usually by a newly duplicated resource with [member resource_local_to_scene] set to [code]true[/code]. Custom behavior can be defined by connecting this signal.
</description>
</signal>
</signals>
diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml
index 9b8c8d4d9d..2b6376f2cd 100644
--- a/doc/classes/ResourceFormatLoader.xml
+++ b/doc/classes/ResourceFormatLoader.xml
@@ -71,6 +71,15 @@
The [param cache_mode] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
</description>
</method>
+ <method name="_recognize_path" qualifiers="virtual const">
+ <return type="bool" />
+ <param index="0" name="path" type="String" />
+ <param index="1" name="type" type="StringName" />
+ <description>
+ Tells whether or not this loader should load a resource from its resource path for a given type.
+ If it is not implemented, the default behavior returns whether the path's extension is within the ones provided by [method _get_recognized_extensions], and if the type is within the ones provided by [method _get_resource_type].
+ </description>
+ </method>
<method name="_rename_dependencies" qualifiers="virtual const">
<return type="int" />
<param index="0" name="path" type="String" />
diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml
index 05bfcf3446..1f2af6d157 100644
--- a/doc/classes/ResourceFormatSaver.xml
+++ b/doc/classes/ResourceFormatSaver.xml
@@ -24,6 +24,15 @@
Returns whether the given resource object can be saved by this saver.
</description>
</method>
+ <method name="_recognize_path" qualifiers="virtual const">
+ <return type="bool" />
+ <param index="0" name="resource" type="Resource" />
+ <param index="1" name="path" type="String" />
+ <description>
+ Returns [code]true[/code] if this saver handles a given save path and [code]false[/code] otherwise.
+ If this method is not implemented, the default behavior returns whether the path's extension is within the ones provided by [method _get_recognized_extensions].
+ </description>
+ </method>
<method name="_save" qualifiers="virtual">
<return type="int" />
<param index="0" name="resource" type="Resource" />
diff --git a/doc/classes/ResourceSaver.xml b/doc/classes/ResourceSaver.xml
index b0c9056cbc..8cd701e0d8 100644
--- a/doc/classes/ResourceSaver.xml
+++ b/doc/classes/ResourceSaver.xml
@@ -62,10 +62,10 @@
Do not save editor-specific metadata (identified by their [code]__editor[/code] prefix).
</constant>
<constant name="FLAG_SAVE_BIG_ENDIAN" value="16" enum="SaverFlags" is_bitfield="true">
- Save as big endian (see [member File.big_endian]).
+ Save as big endian (see [member FileAccess.big_endian]).
</constant>
<constant name="FLAG_COMPRESS" value="32" enum="SaverFlags" is_bitfield="true">
- Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only available for binary resource types.
+ Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. Only available for binary resource types.
</constant>
<constant name="FLAG_REPLACE_SUBRESOURCE_PATHS" value="64" enum="SaverFlags" is_bitfield="true">
Take over the paths of the saved subresources (see [method Resource.take_over_path]).
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index f4cbf4c442..e4bc2db104 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -23,9 +23,11 @@
<param index="2" name="height" type="int" default="0" />
<param index="3" name="color" type="Color" default="Color(1, 1, 1, 1)" />
<param index="4" name="inline_align" type="int" enum="InlineAlignment" default="5" />
+ <param index="5" name="region" type="Rect2" default="Rect2(0, 0, 0, 0)" />
<description>
- Adds an image's opening and closing tags to the tag stack, optionally providing a [param width] and [param height] to resize the image and a [param color] to tint the image.
+ Adds an image's opening and closing tags to the tag stack, optionally providing a [param width] and [param height] to resize the image, a [param color] to tint the image and a [param region] to only use parts of the image.
If [param width] or [param height] is set to 0, the image size will be adjusted in order to keep the original aspect ratio.
+ If [param width] and [param height] are not set, but [param region] is, the region's rect will be used.
</description>
</method>
<method name="add_text">
@@ -365,6 +367,7 @@
<return type="void" />
<param index="0" name="columns" type="int" />
<param index="1" name="inline_align" type="int" enum="InlineAlignment" default="0" />
+ <param index="2" name="align_to_row" type="int" default="-1" />
<description>
Adds a [code][table=columns,inline_align][/code] tag to the tag stack.
</description>
@@ -397,6 +400,12 @@
Scrolls the window's top line to match first line of the [param paragraph].
</description>
</method>
+ <method name="scroll_to_selection">
+ <return type="void" />
+ <description>
+ Scrolls to the beginning of the current selection.
+ </description>
+ </method>
<method name="select_all">
<return type="void" />
<description>
@@ -477,9 +486,6 @@
<member name="meta_underlined" type="bool" setter="set_meta_underline" getter="is_meta_underlined" default="true">
If [code]true[/code], the label underlines meta tags such as [code][url]{text}[/url][/code].
</member>
- <member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false">
- If [code]true[/code], the label uses the custom font color.
- </member>
<member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000">
The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely.
[b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled.
@@ -627,8 +633,8 @@
<theme_item name="font_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
The default tint of text outline.
</theme_item>
- <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 1)">
- The color of selected text, used when [member selection_enabled] is [code]true[/code].
+ <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)">
+ The color of selected text, used when [member selection_enabled] is [code]true[/code]. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored.
</theme_item>
<theme_item name="font_shadow_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)">
The color of the font's shadow.
@@ -650,6 +656,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="shadow_offset_x" data_type="constant" type="int" default="1">
The horizontal offset of the font's shadow.
@@ -666,6 +673,12 @@
<theme_item name="table_v_separation" data_type="constant" type="int" default="3">
The vertical separation of elements in a table.
</theme_item>
+ <theme_item name="text_highlight_h_padding" data_type="constant" type="int" default="3">
+ The horizontal padding around a highlighting and background color box.
+ </theme_item>
+ <theme_item name="text_highlight_v_padding" data_type="constant" type="int" default="3">
+ The vertical padding around a highlighting and background color box.
+ </theme_item>
<theme_item name="bold_font" data_type="font" type="Font">
The font used for bold text.
</theme_item>
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 9eedc3a24c..6e3535f14a 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 3ee3f25df1..8380d56de3 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -87,6 +87,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -95,6 +96,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 221e627e35..bd5b656e1a 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -36,22 +36,22 @@
[b]Note:[/b] Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to [method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [param flags] argument, methods will be called with a one-frame delay in a way similar to [method Object.set_deferred].
</description>
</method>
- <method name="change_scene">
+ <method name="change_scene_to_file">
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
<description>
Changes the running scene to the one at the given [param path], after loading it into a [PackedScene] and creating a new instance.
Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated.
- [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene] call.
+ [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to_file] call.
</description>
</method>
- <method name="change_scene_to">
+ <method name="change_scene_to_packed">
<return type="int" enum="Error" />
<param index="0" name="packed_scene" type="PackedScene" />
<description>
Changes the running scene to a new instance of the given [PackedScene].
Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
- [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to] call.
+ [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to_packed] call.
</description>
</method>
<method name="create_timer">
@@ -308,6 +308,7 @@
</constant>
<constant name="GROUP_CALL_UNIQUE" value="4" enum="GroupCallFlags">
Call a group only once even if the call is executed many times.
+ [b]Note:[/b] Arguments are not taken into account when deciding whether the call is unique or not. Therefore when the same method is called with different arguments, only the first call will be performed.
</constant>
</constants>
</class>
diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml
index 40ec8ed429..b4b14c01c6 100644
--- a/doc/classes/Script.xml
+++ b/doc/classes/Script.xml
@@ -4,7 +4,7 @@
A class stored as a resource.
</brief_description>
<description>
- A class stored as a resource. A script extends the functionality of all objects that instance it.
+ A class stored as a resource. A script extends the functionality of all objects that instantiate it.
This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error.
The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
diff --git a/doc/classes/ScriptEditorBase.xml b/doc/classes/ScriptEditorBase.xml
index c365e0971b..a3fcf53228 100644
--- a/doc/classes/ScriptEditorBase.xml
+++ b/doc/classes/ScriptEditorBase.xml
@@ -19,14 +19,14 @@
<method name="get_base_editor" qualifiers="const">
<return type="Control" />
<description>
- Returns the underlying [Control] used for editing scripts. This can be either [CodeEdit] (for text scripts) or [GraphEdit] (for visual scripts).
+ Returns the underlying [Control] used for editing scripts. For text scripts, this is a [CodeEdit].
</description>
</method>
</methods>
<signals>
<signal name="edited_script_changed">
<description>
- Emitted after script validation. For visual scripts on modification.
+ Emitted after script validation.
</description>
</signal>
<signal name="go_to_help">
@@ -35,15 +35,22 @@
Emitted when the user requests a specific documentation page.
</description>
</signal>
+ <signal name="go_to_method">
+ <param index="0" name="script" type="Object" />
+ <param index="1" name="method" type="String" />
+ <description>
+ Emitted when the user requests to view a specific method of a script, similar to [signal request_open_script_at_line].
+ </description>
+ </signal>
<signal name="name_changed">
<description>
- Emitted after script validation or when the edited resource has changed. Not used by visual scripts.
+ Emitted after script validation or when the edited resource has changed.
</description>
</signal>
<signal name="replace_in_files_requested">
<param index="0" name="text" type="String" />
<description>
- Emitted when the user request to find and replace text in the file system. Not used by visual scripts.
+ Emitted when the user request to find and replace text in the file system.
</description>
</signal>
<signal name="request_help">
@@ -56,7 +63,7 @@
<param index="0" name="script" type="Object" />
<param index="1" name="line" type="int" />
<description>
- Emitted when the user requests a script.
+ Emitted when the user requests to view a specific line of a script, similar to [signal go_to_method].
</description>
</signal>
<signal name="request_save_history">
@@ -67,7 +74,7 @@
<signal name="search_in_files_requested">
<param index="0" name="text" type="String" />
<description>
- Emitted when the user request to search text in the file system. Not used by visual scripts.
+ Emitted when the user request to search text in the file system.
</description>
</signal>
</signals>
diff --git a/doc/classes/ScrollBar.xml b/doc/classes/ScrollBar.xml
index d0dd69408e..247e892c24 100644
--- a/doc/classes/ScrollBar.xml
+++ b/doc/classes/ScrollBar.xml
@@ -12,6 +12,7 @@
<member name="custom_step" type="float" setter="set_custom_step" getter="get_custom_step" default="-1.0">
Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the [ScrollBar] is focused.
</member>
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="0.0" />
</members>
<signals>
<signal name="scrolling">
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index de586fc3d0..af39261e81 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -6,7 +6,7 @@
<description>
A ScrollContainer node meant to contain a [Control] child.
ScrollContainers will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the [member Control.custom_minimum_size] of the Control relative to the ScrollContainer.
- Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
+ Works great with a [Panel] control. You can set [constant Control.SIZE_EXPAND] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
</description>
<tutorials>
<link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
@@ -49,6 +49,7 @@
Controls whether horizontal scrollbar can be used and when it should be visible. See [enum ScrollMode] for options.
</member>
<member name="scroll_deadzone" type="int" setter="set_deadzone" getter="get_deadzone" default="0">
+ Deadzone for touch scrolling. Lower deadzone makes the scrolling more sensitive.
</member>
<member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0">
The current horizontal scroll value.
@@ -87,7 +88,7 @@
</constant>
</constants>
<theme_items>
- <theme_item name="bg" data_type="style" type="StyleBox">
+ <theme_item name="panel" data_type="style" type="StyleBox">
The background [StyleBox] of the [ScrollContainer].
</theme_item>
</theme_items>
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml
index 34ca228795..7be0ba64d6 100644
--- a/doc/classes/Shape2D.xml
+++ b/doc/classes/Shape2D.xml
@@ -66,6 +66,12 @@
Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled with the specified [param color]. The exact drawing method is specific for each shape and cannot be configured.
</description>
</method>
+ <method name="get_rect" qualifiers="const">
+ <return type="Rect2" />
+ <description>
+ Returns a [Rect2] representing the shapes boundary.
+ </description>
+ </method>
</methods>
<members>
<member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0">
diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml
index 36c3beecb1..5a8eec3921 100644
--- a/doc/classes/ShapeCast2D.xml
+++ b/doc/classes/ShapeCast2D.xml
@@ -58,6 +58,13 @@
Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
+ <method name="get_collider_rid" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="index" type="int" />
+ <description>
+ Returns the [RID] of the collided object of one of the multiple collisions at [param index].
+ </description>
+ </method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<param index="0" name="index" type="int" />
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
index cbdf660133..735b91cee9 100644
--- a/doc/classes/ShapeCast3D.xml
+++ b/doc/classes/ShapeCast3D.xml
@@ -58,6 +58,13 @@
Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
+ <method name="get_collider_rid" qualifiers="const">
+ <return type="RID" />
+ <param index="0" name="index" type="int" />
+ <description>
+ Returns the [RID] of the collided object of one of the multiple collisions at [param index].
+ </description>
+ </method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<param index="0" name="index" type="int" />
diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml
index d99477ee95..3412cd2140 100644
--- a/doc/classes/Signal.xml
+++ b/doc/classes/Signal.xml
@@ -1,9 +1,29 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Signal" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Class representing a signal defined in an object.
+ Built-in type representing a signal defined in an object.
</brief_description>
<description>
+ [Signal] is a built-in [Variant] type that represents a signal of an [Object] instance. Like all [Variant] types, it can be stored in variables and passed to functions. Signals allow all connected [Callable]s (and by extension their respective objects) to listen and react to events, without directly referencing one another. This keeps the code flexible and easier to manage.
+ In GDScript, signals can be declared with the [code]signal[/code] keyword. In C#, you may use the [code][Signal][/code] attribute on a delegate.
+ [codeblocks]
+ [gdscript]
+ signal attacked
+
+ # Additional arguments may be declared.
+ # These arguments must be passed when the signal is emitted.
+ signal item_dropped(item_name, amount)
+ [/gdscript]
+ [csharp]
+ [Signal]
+ delegate void Attacked();
+
+ // Additional arguments may be declared.
+ // These arguments must be passed when the signal is emitted.
+ [Signal]
+ delegate void ItemDropped(itemName: string, amount: int);
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
<link title="Using Signals">$DOCS_URL/getting_started/step_by_step/signals.html</link>
@@ -13,7 +33,7 @@
<constructor name="Signal">
<return type="Signal" />
<description>
- Constructs a null [Signal] with no object nor signal name bound.
+ Constructs an empty [Signal] with no object nor signal name bound.
</description>
</constructor>
<constructor name="Signal">
@@ -28,7 +48,7 @@
<param index="0" name="object" type="Object" />
<param index="1" name="signal" type="StringName" />
<description>
- Creates a new [Signal] with the name [param signal] in the specified [param object].
+ Creates a new [Signal] named [param signal] in the specified [param object].
</description>
</constructor>
</constructors>
@@ -38,12 +58,13 @@
<param index="0" name="callable" type="Callable" />
<param index="1" name="flags" type="int" default="0" />
<description>
- Connects this signal to the specified [Callable], optionally providing connection flags. You can provide additional arguments to the connected method call by using [method Callable.bind].
+ Connects this signal to the specified [param callable]. Optional [param flags] can be also added to configure the connection's behavior (see [enum Object.ConnectFlags] constants). You can provide additional arguments to the connected [param callable] by using [method Callable.bind].
+ A signal can only be connected once to the same [Callable]. If the signal is already connected, returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant Object.CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections.
[codeblock]
for button in $Buttons.get_children():
- button.pressed.connect(on_pressed.bind(button))
+ button.pressed.connect(_on_pressed.bind(button))
- func on_pressed(button):
+ func _on_pressed(button):
print(button.name, " was pressed")
[/codeblock]
</description>
@@ -52,13 +73,13 @@
<return type="void" />
<param index="0" name="callable" type="Callable" />
<description>
- Disconnects this signal from the specified [Callable].
+ Disconnects this signal from the specified [Callable]. If the connection does not exist, generates an error. Use [method is_connected] to make sure that the connection exists.
</description>
</method>
<method name="emit" qualifiers="vararg const">
<return type="void" />
<description>
- Emits this signal to all connected objects.
+ Emits this signal. All [Callable]s connected to this signal will be triggered. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
</description>
</method>
<method name="get_connections" qualifiers="const">
@@ -95,6 +116,7 @@
<method name="is_null" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the signal's name does not exist in its object, or the object is not valid.
</description>
</method>
</methods>
@@ -103,12 +125,14 @@
<return type="bool" />
<param index="0" name="right" type="Signal" />
<description>
+ Returns [code]true[/code] if the signals do not share the same object and name.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="Signal" />
<description>
+ Returns [code]true[/code] if both signals share the same object and name.
</description>
</operator>
</operators>
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 5a0766263a..3bd0e04b92 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -32,9 +32,10 @@
Removes the global pose override on all bones in the skeleton.
</description>
</method>
- <method name="clear_bones_local_pose_override">
+ <method name="clear_bones_local_pose_override" is_deprecated="true">
<return type="void" />
<description>
+ Deprecated. Local pose overrides will be removed.
Removes the local pose override on all bones in the skeleton.
</description>
</method>
@@ -43,7 +44,7 @@
<description>
</description>
</method>
- <method name="execute_modifications">
+ <method name="execute_modifications" is_deprecated="true">
<return type="void" />
<param index="0" name="delta" type="float" />
<param index="1" name="execution_mode" type="int" />
@@ -58,7 +59,7 @@
Returns the bone index that matches [param name] as its name.
</description>
</method>
- <method name="force_update_all_bone_transforms">
+ <method name="force_update_all_bone_transforms" is_deprecated="true">
<return type="void" />
<description>
Force updates the bone transforms/poses for all bones in the skeleton.
@@ -166,7 +167,7 @@
Returns the rest transform for a bone [param bone_idx].
</description>
</method>
- <method name="get_modification_stack">
+ <method name="get_modification_stack" is_deprecated="true">
<return type="SkeletonModificationStack3D" />
<description>
Returns the modification stack attached to this skeleton, if one exists.
@@ -178,7 +179,7 @@
Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
</description>
</method>
- <method name="global_pose_to_local_pose">
+ <method name="global_pose_to_local_pose" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="global_pose" type="Transform3D" />
@@ -187,15 +188,16 @@
This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override].
</description>
</method>
- <method name="global_pose_to_world_transform">
+ <method name="global_pose_to_world_transform" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="global_pose" type="Transform3D" />
<description>
+ Deprecated. Use [Node3D] apis instead.
Takes the passed-in global pose and converts it to a world transform.
This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example.
</description>
</method>
- <method name="global_pose_z_forward_to_bone_forward">
+ <method name="global_pose_z_forward_to_bone_forward" is_deprecated="true">
<return type="Basis" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="basis" type="Basis" />
@@ -211,7 +213,7 @@
Returns whether the bone pose for the bone at [param bone_idx] is enabled.
</description>
</method>
- <method name="local_pose_to_global_pose">
+ <method name="local_pose_to_global_pose" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="local_pose" type="Transform3D" />
@@ -293,16 +295,17 @@
<description>
Sets the global pose transform, [param pose], for the bone at [param bone_idx].
[param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
- [b]Note:[/b] The pose transform needs to be a global pose! Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to a global pose.
+ [b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform
</description>
</method>
- <method name="set_bone_local_pose_override">
+ <method name="set_bone_local_pose_override" is_deprecated="true">
<return type="void" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="pose" type="Transform3D" />
<param index="2" name="amount" type="float" />
<param index="3" name="persistent" type="bool" default="false" />
<description>
+ Deprecated. Local pose overrides will be removed.
Sets the local pose transform, [param pose], for the bone at [param bone_idx].
[param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
[b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose.
@@ -353,7 +356,7 @@
Sets the rest transform for bone [param bone_idx].
</description>
</method>
- <method name="set_modification_stack">
+ <method name="set_modification_stack" is_deprecated="true">
<return type="void" />
<param index="0" name="modification_stack" type="SkeletonModificationStack3D" />
<description>
@@ -367,10 +370,11 @@
Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset.
</description>
</method>
- <method name="world_transform_to_global_pose">
+ <method name="world_transform_to_global_pose" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="world_transform" type="Transform3D" />
<description>
+ Deprecated. Use [Node3D] apis instead.
Takes the passed-in global transform and converts it to a global pose.
This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example.
</description>
diff --git a/doc/classes/SkeletonIK3D.xml b/doc/classes/SkeletonIK3D.xml
index 788ba3e248..1d50a97954 100644
--- a/doc/classes/SkeletonIK3D.xml
+++ b/doc/classes/SkeletonIK3D.xml
@@ -1,8 +1,29 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonIK3D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonIK3D" inherits="Node" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a certain point in 3D by rotating all bones in the chain accordingly.
</brief_description>
<description>
+ SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a certain point in 3D by rotating all bones in the chain accordingly. A typical scenario for IK in games is to place a characters feet on the ground or a characters hands on a currently hold object. SkeletonIK uses FabrikInverseKinematic internally to solve the bone chain and applies the results to the [Skeleton3D] [code]bones_global_pose_override[/code] property for all affected bones in the chain. If fully applied this overwrites any bone transform from [Animation]s or bone custom poses set by users. The applied amount can be controlled with the [code]interpolation[/code] property.
+ [codeblock]
+ # Apply IK effect automatically on every new frame (not the current)
+ skeleton_ik_node.start()
+
+ # Apply IK effect only on the current frame
+ skeleton_ik_node.start(true)
+
+ # Stop IK effect and reset bones_global_pose_override on Skeleton
+ skeleton_ik_node.stop()
+
+ # Apply full IK effect
+ skeleton_ik_node.set_interpolation(1.0)
+
+ # Apply half IK effect
+ skeleton_ik_node.set_interpolation(0.5)
+
+ # Apply zero IK effect (a value at or below 0.01 also removes bones_global_pose_override on Skeleton)
+ skeleton_ik_node.set_interpolation(0.0)
+ [/codeblock]
</description>
<tutorials>
<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link>
@@ -11,45 +32,59 @@
<method name="get_parent_skeleton" qualifiers="const">
<return type="Skeleton3D" />
<description>
+ Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node when SkeletonIK3D entered the [SceneTree].
</description>
</method>
<method name="is_running">
<return type="bool" />
<description>
+ Returns [code]true[/code] if SkeletonIK is applying IK effects on continues frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is stopped or [method start] was used with the [code]one_time[/code] parameter set to [code]true[/code].
</description>
</method>
<method name="start">
<return type="void" />
<param index="0" name="one_time" type="bool" default="false" />
<description>
+ Starts applying IK effects on each frame to the [Skeleton3D] bones but will only take effect starting on the next frame. If [code]one_time[/code] is [code]true[/code], this will take effect immediately but also reset on the next frame.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
+ Stops applying IK effects on each frame to the [Skeleton3D] bones and also calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing overrides on all bones.
</description>
</method>
</methods>
<members>
<member name="interpolation" type="float" setter="set_interpolation" getter="get_interpolation" default="1.0">
+ Interpolation value for how much the IK results are applied to the current skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton bone transforms completely while a value of [code]0.0[/code] will visually disable the SkeletonIK. A value at or below [code]0.01[/code] also calls [method Skeleton3D.clear_bones_global_pose_override].
</member>
<member name="magnet" type="Vector3" setter="set_magnet_position" getter="get_magnet_position" default="Vector3(0, 0, 0)">
+ Secondary target position (first is [member target] property or [member target_node]) for the IK chain. Use magnet position (pole target) to control the bending of the IK chain. Only works if the bone chain has more than 2 bones. The middle chain bone position will be linearly interpolated with the magnet position.
</member>
<member name="max_iterations" type="int" setter="set_max_iterations" getter="get_max_iterations" default="10">
+ Number of iteration loops used by the IK solver to produce more accurate (and elegant) bone chain results.
</member>
<member name="min_distance" type="float" setter="set_min_distance" getter="get_min_distance" default="0.01">
+ The minimum distance between bone and goal target. If the distance is below this value, the IK solver stops further iterations.
</member>
<member name="override_tip_basis" type="bool" setter="set_override_tip_basis" getter="is_override_tip_basis" default="true">
+ If [code]true[/code] overwrites the rotation of the tip bone with the rotation of the [member target] (or [member target_node] if defined).
</member>
<member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&amp;&quot;&quot;">
+ The name of the current root bone, the first bone in the IK chain.
</member>
<member name="target" type="Transform3D" setter="set_target_transform" getter="get_target_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
+ First target of the IK chain where the tip bone is placed and, if [member override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a [member target_node] path is available the nodes transform is used instead and this property is ignored.
</member>
<member name="target_node" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
+ Target node [NodePath] for the IK chain. If available, the node's current [Transform3D] is used instead of the [member target] property.
</member>
<member name="tip_bone" type="StringName" setter="set_tip_bone" getter="get_tip_bone" default="&amp;&quot;&quot;">
+ The name of the current tip bone, the last bone in the IK chain placed at the [member target] transform (or [member target_node] if defined).
</member>
<member name="use_magnet" type="bool" setter="set_use_magnet" getter="is_using_magnet" default="false">
+ If [code]true[/code], instructs the IK solver to consider the secondary magnet target (pole target) when calculating the bone chain. Use the magnet position (pole target) to control the bending of the IK chain.
</member>
</members>
</class>
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml
index 46d32aef41..77aaf0213b 100644
--- a/doc/classes/SkeletonModification2D.xml
+++ b/doc/classes/SkeletonModification2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that operates on [Bone2D] nodes in a [Skeleton2D].
</brief_description>
diff --git a/doc/classes/SkeletonModification2DCCDIK.xml b/doc/classes/SkeletonModification2DCCDIK.xml
index c8fee3f94d..0d80b1b914 100644
--- a/doc/classes/SkeletonModification2DCCDIK.xml
+++ b/doc/classes/SkeletonModification2DCCDIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DCCDIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DCCDIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DFABRIK.xml b/doc/classes/SkeletonModification2DFABRIK.xml
index ff3a65fe1a..8d1cd4b4d4 100644
--- a/doc/classes/SkeletonModification2DFABRIK.xml
+++ b/doc/classes/SkeletonModification2DFABRIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DFABRIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DFABRIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to reach a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DJiggle.xml b/doc/classes/SkeletonModification2DJiggle.xml
index 7329b2d865..3321fffe1b 100644
--- a/doc/classes/SkeletonModification2DJiggle.xml
+++ b/doc/classes/SkeletonModification2DJiggle.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DJiggle" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DJiggle" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that jiggles [Bone2D] nodes as they move towards a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DLookAt.xml b/doc/classes/SkeletonModification2DLookAt.xml
index 4747b06056..136fed37de 100644
--- a/doc/classes/SkeletonModification2DLookAt.xml
+++ b/doc/classes/SkeletonModification2DLookAt.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that rotates a [Bone2D] node to look at a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DPhysicalBones.xml b/doc/classes/SkeletonModification2DPhysicalBones.xml
index d5f46b2ea0..209602e974 100644
--- a/doc/classes/SkeletonModification2DPhysicalBones.xml
+++ b/doc/classes/SkeletonModification2DPhysicalBones.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that applies the transforms of [PhysicalBone2D] nodes to [Bone2D] nodes.
</brief_description>
<description>
This modification takes the transforms of [PhysicalBone2D] nodes and applies them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics thanks to the linked [PhysicalBone2D] nodes.
+ Experimental. Physical bones may be changed in the future to perform the position update of [Bone2D] on their own.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SkeletonModification2DStackHolder.xml b/doc/classes/SkeletonModification2DStackHolder.xml
index 791dea2fb1..85df111c0d 100644
--- a/doc/classes/SkeletonModification2DStackHolder.xml
+++ b/doc/classes/SkeletonModification2DStackHolder.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that holds and executes a [SkeletonModificationStack2D].
</brief_description>
diff --git a/doc/classes/SkeletonModification2DTwoBoneIK.xml b/doc/classes/SkeletonModification2DTwoBoneIK.xml
index edd5431a0c..c476d71d44 100644
--- a/doc/classes/SkeletonModification2DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification2DTwoBoneIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DTwoBoneIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DTwoBoneIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that rotates two bones using the law of cosigns to reach the target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml
index 8457179651..25431ea96f 100644
--- a/doc/classes/SkeletonModification3D.xml
+++ b/doc/classes/SkeletonModification3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that operates on bones in a [Skeleton3D].
</brief_description>
diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml
index dec0fbe99f..90b2e78449 100644
--- a/doc/classes/SkeletonModification3DCCDIK.xml
+++ b/doc/classes/SkeletonModification3DCCDIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses CCDIK to manipulate a series of bones to reach a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml
index 325cc2a12e..a2bec2b559 100644
--- a/doc/classes/SkeletonModification3DFABRIK.xml
+++ b/doc/classes/SkeletonModification3DFABRIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses FABRIK to manipulate a series of bones to reach a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml
index ef469d42ea..304f08bb20 100644
--- a/doc/classes/SkeletonModification3DJiggle.xml
+++ b/doc/classes/SkeletonModification3DJiggle.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that jiggles bones as they move towards a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DLookAt.xml b/doc/classes/SkeletonModification3DLookAt.xml
index 3602cfad95..aeed953ca9 100644
--- a/doc/classes/SkeletonModification3DLookAt.xml
+++ b/doc/classes/SkeletonModification3DLookAt.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that rotates a bone to look at a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml
index 24240236a4..9448e2c783 100644
--- a/doc/classes/SkeletonModification3DStackHolder.xml
+++ b/doc/classes/SkeletonModification3DStackHolder.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that holds and executes a [SkeletonModificationStack3D].
</brief_description>
diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml
index 6618ebbcfb..0e7ffd5c80 100644
--- a/doc/classes/SkeletonModification3DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification3DTwoBoneIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that moves two bones to reach the target.
</brief_description>
diff --git a/doc/classes/SkeletonModificationStack2D.xml b/doc/classes/SkeletonModificationStack2D.xml
index 950e52e622..d96833e335 100644
--- a/doc/classes/SkeletonModificationStack2D.xml
+++ b/doc/classes/SkeletonModificationStack2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModificationStack2D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModificationStack2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that holds a stack of [SkeletonModification2D]s.
</brief_description>
diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml
index 34c7099bca..9eaeeefd8e 100644
--- a/doc/classes/SkeletonModificationStack3D.xml
+++ b/doc/classes/SkeletonModificationStack3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModificationStack3D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModificationStack3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that holds a stack of [SkeletonModification3D]s.
</brief_description>
diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml
index 55d21f3224..57bdd52d9e 100644
--- a/doc/classes/SkeletonProfile.xml
+++ b/doc/classes/SkeletonProfile.xml
@@ -7,6 +7,7 @@
This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile].
</description>
<tutorials>
+ <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
</tutorials>
<methods>
<method name="find_bone" qualifiers="const">
diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml
index 11f0521718..0dbd66d8d6 100644
--- a/doc/classes/SkeletonProfileHumanoid.xml
+++ b/doc/classes/SkeletonProfileHumanoid.xml
@@ -6,6 +6,7 @@
A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only.
</description>
<tutorials>
+ <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link>
</tutorials>
<members>
<member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" overrides="SkeletonProfile" default="56" />
diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml
index c3dbd69e59..cecca0a5fb 100644
--- a/doc/classes/Slider.xml
+++ b/doc/classes/Slider.xml
@@ -13,9 +13,11 @@
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code.
</member>
+ <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="scrollable" type="bool" setter="set_scrollable" getter="is_scrollable" default="true">
If [code]true[/code], the value can be changed using the mouse wheel.
</member>
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="tick_count" type="int" setter="set_ticks" getter="get_ticks" default="0">
Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers.
</member>
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 8df039794a..7d63747bd2 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -46,6 +46,7 @@
</methods>
<members>
<member name="alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0">
+ Changes the alignment of the underlying [LineEdit].
</member>
<member name="custom_arrow_step" type="float" setter="set_custom_arrow_step" getter="get_custom_arrow_step" default="0.0">
If not [code]0[/code], [code]value[/code] will always be rounded to a multiple of [code]custom_arrow_step[/code] when interacting with the arrow buttons of the [SpinBox].
@@ -56,6 +57,11 @@
<member name="prefix" type="String" setter="set_prefix" getter="get_prefix" default="&quot;&quot;">
Adds the specified [code]prefix[/code] string before the numerical value of the [SpinBox].
</member>
+ <member name="select_all_on_focus" type="bool" setter="set_select_all_on_focus" getter="is_select_all_on_focus" default="false">
+ If [code]true[/code], the [SpinBox] will select the whole text when the [LineEdit] gains focus. Clicking the up and down arrows won't trigger this behavior.
+ </member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="suffix" type="String" setter="set_suffix" getter="get_suffix" default="&quot;&quot;">
Adds the specified [code]suffix[/code] string after the numerical value of the [SpinBox].
</member>
diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml
index f5646e9e97..f0998deeae 100644
--- a/doc/classes/SplitContainer.xml
+++ b/doc/classes/SplitContainer.xml
@@ -55,6 +55,9 @@
<theme_item name="autohide" data_type="constant" type="int" default="1">
Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible.
</theme_item>
+ <theme_item name="minimum_grab_thickness" data_type="constant" type="int" default="6">
+ The minimum thickness of the area users can click on to grab the splitting line. If [theme_item separation] or [theme_item h_grabber] / [theme_item v_grabber]'s thickness are too small, this ensure that the splitting line can still be dragged.
+ </theme_item>
<theme_item name="separation" data_type="constant" type="int" default="12">
The space between sides of the container.
</theme_item>
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index 62cb55daec..59d36aefab 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -12,8 +12,10 @@
</tutorials>
<members>
<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.03" />
+ <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="1.0" />
<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
The spotlight's angle in degrees.
+ [b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
</member>
<member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
The spotlight's angular attenuation curve.
@@ -23,6 +25,7 @@
</member>
<member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0">
The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range.
+ [b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
</member>
</members>
</class>
diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml
index 83532721b2..235fef0bdd 100644
--- a/doc/classes/Sprite2D.xml
+++ b/doc/classes/Sprite2D.xml
@@ -13,7 +13,8 @@
<method name="get_rect" qualifiers="const">
<return type="Rect2" />
<description>
- Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked. Example:
+ Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
func _input(event):
diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml
index 956e646702..01671aa04e 100644
--- a/doc/classes/Sprite3D.xml
+++ b/doc/classes/Sprite3D.xml
@@ -19,6 +19,7 @@
The number of columns in the sprite sheet.
</member>
<member name="region_enabled" type="bool" setter="set_region_enabled" getter="is_region_enabled" default="false">
+ If [code]true[/code], the sprite will use [member region_rect] and display only the specified part of its texture.
</member>
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)">
The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml
index bd6e5cdfa2..0f6a3168eb 100644
--- a/doc/classes/StandardMaterial3D.xml
+++ b/doc/classes/StandardMaterial3D.xml
@@ -4,7 +4,7 @@
Physically based rendering (PBR) material that can be applied to 3D objects.
</brief_description>
<description>
- StandardMaterial3D's properties are inherited from [BaseMaterial3D].
+ [StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. [StandardMaterial3D] uses separate textures for ambient occlusion, roughness and metallic maps. To use a single ORM map for all 3 textures, use an [ORMMaterial3D] instead.
</description>
<tutorials>
<link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index 21c160b780..2393790e12 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Static body for 2D physics.
- A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move.
+ A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move.
They have extra functionalities to move and affect other bodies:
[b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml
index daa71d1168..0beaa6bb52 100644
--- a/doc/classes/StaticBody3D.xml
+++ b/doc/classes/StaticBody3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Static body for 3D physics.
- A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move.
+ A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move.
They have extra functionalities to move and affect other bodies:
[b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml
index 4188563695..f05b5f7dbf 100644
--- a/doc/classes/StreamPeer.xml
+++ b/doc/classes/StreamPeer.xml
@@ -44,7 +44,7 @@
<return type="Array" />
<param index="0" name="bytes" type="int" />
<description>
- Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the [param bytes] argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [enum @GlobalScope.Error] code and a data array.
+ Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the [param bytes] argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [enum Error] code and a data array.
</description>
</method>
<method name="get_double">
@@ -63,7 +63,7 @@
<return type="Array" />
<param index="0" name="bytes" type="int" />
<description>
- Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [enum @GlobalScope.Error] code, and a data array.
+ Returns a chunk data with the received bytes. The number of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [enum Error] code, and a data array.
</description>
</method>
<method name="get_string">
@@ -144,7 +144,7 @@
<return type="int" enum="Error" />
<param index="0" name="data" type="PackedByteArray" />
<description>
- Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum @GlobalScope.Error] code.
+ Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum Error] code.
</description>
</method>
<method name="put_double">
@@ -165,7 +165,7 @@
<return type="Array" />
<param index="0" name="data" type="PackedByteArray" />
<description>
- Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an [enum @GlobalScope.Error] code and an integer, describing how much data was actually sent.
+ Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an [enum Error] code and an integer, describing how much data was actually sent.
</description>
</method>
<method name="put_string">
diff --git a/doc/classes/StreamPeerBuffer.xml b/doc/classes/StreamPeerBuffer.xml
index 4bef9f44b7..f33c38e595 100644
--- a/doc/classes/StreamPeerBuffer.xml
+++ b/doc/classes/StreamPeerBuffer.xml
@@ -4,7 +4,7 @@
Data buffer stream peer.
</brief_description>
<description>
- Data buffer stream peer that uses a byte array as the stream. This object can be used to handle binary data from network sessions. To handle binary data stored in files, [File] can be used directly.
+ Data buffer stream peer that uses a byte array as the stream. This object can be used to handle binary data from network sessions. To handle binary data stored in files, [FileAccess] can be used directly.
A [StreamPeerBuffer] object keeps an internal cursor which is the offset in bytes to the start of the buffer. Get and put operations are performed at the cursor position and will move the cursor accordingly.
</description>
<tutorials>
diff --git a/doc/classes/StreamPeerGZIP.xml b/doc/classes/StreamPeerGZIP.xml
new file mode 100644
index 0000000000..71dd36160d
--- /dev/null
+++ b/doc/classes/StreamPeerGZIP.xml
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="StreamPeerGZIP" inherits="StreamPeer" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Stream peer handling GZIP and deflate compression/decompresison.
+ </brief_description>
+ <description>
+ This class allows to compress or decompress data using GZIP/deflate in a streaming fashion. This is particularly useful when compressing or decompressing files that has to be sent through the network without having to allocate them all in memory.
+ After starting the stream via [method start_compression] (or [method start_decompression]), calling [method StreamPeer.put_partial_data] on this stream will compress (or decompress) the data, writing it to the internal buffer. Calling [method StreamPeer.get_available_bytes] will return the pending bytes in the internal buffer, and [method StreamPeer.get_partial_data] will retrieve the compressed (or decompressed) bytes from it. When the stream is over, you must call [method finish] to ensure the internal buffer is properly flushed (make sure to call [method StreamPeer.get_available_bytes] on last time to check if more data needs to be read after that).
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="clear">
+ <return type="void" />
+ <description>
+ Clears this stream, resetting the internal state.
+ </description>
+ </method>
+ <method name="finish">
+ <return type="int" enum="Error" />
+ <description>
+ Finalizes the stream, compressing or decompressing any buffered chunk left.
+ </description>
+ </method>
+ <method name="start_compression">
+ <return type="int" enum="Error" />
+ <param index="0" name="use_deflate" type="bool" default="false" />
+ <param index="1" name="buffer_size" type="int" default="65535" />
+ <description>
+ Start the stream in compression mode with the given [param buffer_size], if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP.
+ </description>
+ </method>
+ <method name="start_decompression">
+ <return type="int" enum="Error" />
+ <param index="0" name="use_deflate" type="bool" default="false" />
+ <param index="1" name="buffer_size" type="int" default="65535" />
+ <description>
+ Start the stream in decompression mode with the given [param buffer_size], if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerTLS.xml
index 9d21b91416..d1ddb3d441 100644
--- a/doc/classes/StreamPeerSSL.xml
+++ b/doc/classes/StreamPeerTLS.xml
@@ -1,14 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="StreamPeerSSL" inherits="StreamPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="StreamPeerTLS" inherits="StreamPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- SSL stream peer.
+ TLS stream peer.
</brief_description>
<description>
- SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection.
+ TLS stream peer. This object can be used to connect to an TLS server or accept a single TLS client connection.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
- <link title="SSL certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
+ <link title="TLS certificates">$DOCS_URL/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="accept_stream">
@@ -28,7 +28,7 @@
<param index="2" name="for_hostname" type="String" default="&quot;&quot;" />
<param index="3" name="valid_certificate" type="X509Certificate" default="null" />
<description>
- Connects to a peer using an underlying [StreamPeer] [param stream]. If [param validate_certs] is [code]true[/code], [StreamPeerSSL] will validate that the certificate presented by the peer matches the [param for_hostname].
+ Connects to a peer using an underlying [StreamPeer] [param stream]. If [param validate_certs] is [code]true[/code], [StreamPeerTLS] will validate that the certificate presented by the peer matches the [param for_hostname].
[b]Note:[/b] Specifying a custom [param valid_certificate] is not supported in Web exports due to browsers restrictions.
</description>
</method>
@@ -39,7 +39,7 @@
</description>
</method>
<method name="get_status" qualifiers="const">
- <return type="int" enum="StreamPeerSSL.Status" />
+ <return type="int" enum="StreamPeerTLS.Status" />
<description>
Returns the status of the connection. See [enum Status] for values.
</description>
@@ -63,19 +63,19 @@
</members>
<constants>
<constant name="STATUS_DISCONNECTED" value="0" enum="Status">
- A status representing a [StreamPeerSSL] that is disconnected.
+ A status representing a [StreamPeerTLS] that is disconnected.
</constant>
<constant name="STATUS_HANDSHAKING" value="1" enum="Status">
- A status representing a [StreamPeerSSL] during handshaking.
+ A status representing a [StreamPeerTLS] during handshaking.
</constant>
<constant name="STATUS_CONNECTED" value="2" enum="Status">
- A status representing a [StreamPeerSSL] that is connected to a host.
+ A status representing a [StreamPeerTLS] that is connected to a host.
</constant>
<constant name="STATUS_ERROR" value="3" enum="Status">
- A status representing a [StreamPeerSSL] in error state.
+ A status representing a [StreamPeerTLS] in error state.
</constant>
<constant name="STATUS_ERROR_HOSTNAME_MISMATCH" value="4" enum="Status">
- An error status that shows a mismatch in the SSL certificate domain presented by the host and the domain requested for validation.
+ An error status that shows a mismatch in the TLS certificate domain presented by the host and the domain requested for validation.
</constant>
</constants>
</class>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 316bb923b7..97466e7860 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -1,10 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="String" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Built-in string class.
+ Built-in string Variant type.
</brief_description>
<description>
- This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources.
+ This is the built-in string Variant type (and the one used by GDScript). Strings may contain any number of Unicode characters, and expose methods useful for manipulating and generating strings. Strings are reference-counted and use a copy-on-write approach (every modification to a string returns a new [String]), so passing them around is cheap in resources.
+ Some string methods have corresponding variations. Variations suffixed with [code]n[/code] ([method countn], [method findn], [method replacen], etc.) are [b]case-insensitive[/b] (they make no distinction between uppercase and lowercase letters). Method variations prefixed with [code]r[/code] ([method rfind], [method rsplit], etc.) are reversed, and start from the end of the string, instead of the beginning.
+ [b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/code] if it is empty ([code]""[/code]). Otherwise, a string will always evaluate to [code]true[/code].
</description>
<tutorials>
<link title="GDScript format strings">$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html</link>
@@ -27,14 +29,14 @@
<return type="String" />
<param index="0" name="from" type="NodePath" />
<description>
- Constructs a new String from the given [NodePath].
+ Constructs a new [String] from the given [NodePath].
</description>
</constructor>
<constructor name="String">
<return type="String" />
<param index="0" name="from" type="StringName" />
<description>
- Constructs a new String from the given [StringName].
+ Constructs a new [String] from the given [StringName].
</description>
</constructor>
</constructors>
@@ -43,30 +45,32 @@
<return type="bool" />
<param index="0" name="text" type="String" />
<description>
- Returns [code]true[/code] if the string begins with the given string.
+ Returns [code]true[/code] if the string begins with the given [param text]. See also [method ends_with].
</description>
</method>
<method name="bigrams" qualifiers="const">
<return type="PackedStringArray" />
<description>
- Returns an array containing the bigrams (pairs of consecutive letters) of this string.
+ Returns an array containing the bigrams (pairs of consecutive characters) of this string.
[codeblock]
- print("Bigrams".bigrams()) # Prints "[Bi, ig, gr, ra, am, ms]"
+ print("Get up!".bigrams()) # Prints ["Ge", "et", "t ", " u", "up", "p!"]
[/codeblock]
</description>
</method>
<method name="bin_to_int" qualifiers="const">
<return type="int" />
<description>
- Converts a string containing a binary number into an integer. Binary strings can either be prefixed with [code]0b[/code] or not, and they can also start with a [code]-[/code] before the optional prefix.
+ Converts the string representing a binary number into an [int]. The string may optionally be prefixed with [code]"0b"[/code], and an additional [code]-[/code] prefix for negative numbers.
[codeblocks]
[gdscript]
- print("0b101".bin_to_int()) # Prints "5".
- print("101".bin_to_int()) # Prints "5".
+ print("101".bin_to_int()) # Prints 5
+ print("0b101".bin_to_int()) # Prints 5
+ print("-0b10".bin_to_int()) # Prints -2
[/gdscript]
[csharp]
- GD.Print("0b101".BinToInt()); // Prints "5".
- GD.Print("101".BinToInt()); // Prints "5".
+ GD.Print("101".BinToInt()); // Prints 5
+ GD.Print("0b101".BinToInt()); // Prints 5
+ GD.Print("-0b10".BinToInt()); // Prints -2
[/csharp]
[/codeblocks]
</description>
@@ -80,33 +84,43 @@
<method name="c_unescape" qualifiers="const">
<return type="String" />
<description>
- Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
+ Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence.
</description>
</method>
<method name="capitalize" qualifiers="const">
<return type="String" />
<description>
- Changes the case of some letters. Replaces underscores with spaces, adds spaces before in-word uppercase characters, converts all letters to lowercase, then capitalizes the first letter and every letter following a space character. For [code]capitalize camelCase mixed_with_underscores[/code], it will return [code]Capitalize Camel Case Mixed With Underscores[/code].
+ Changes the appearance of the string: replaces underscores ([code]_[/code]) with spaces, adds spaces before uppercase letters in the middle of a word, converts all letters to lowercase, then converts the first one and each one following a space to uppercase.
+ [codeblocks]
+ [gdscript]
+ "move_local_x".capitalize() # Returns "Move Local X"
+ "sceneFile_path".capitalize() # Returns "Scene File Path"
+ [/gdscript]
+ [csharp]
+ "move_local_x".Capitalize(); // Returns "Move Local X"
+ "sceneFile_path".Capitalize(); // Returns "Scene File Path"
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] This method not the same as the default appearance of properties in the Inspector dock, as it does not capitalize acronyms ([code]"2D"[/code], [code]"FPS"[/code], [code]"PNG"[/code], etc.) as you may expect.
</description>
</method>
<method name="casecmp_to" qualifiers="const">
<return type="int" />
<param index="0" name="to" type="String" />
<description>
- Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order.
- [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [param to] string or [code]-1[/code] if the "base" string is shorter than the [param to] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters.
- [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [param to] string is empty or [code]0[/code] if both strings are empty.
- To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method naturalnocasecmp_to].
+ Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" and "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order.
+ With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
+ To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method naturalnocasecmp_to].
</description>
</method>
<method name="chr" qualifiers="static">
<return type="String" />
<param index="0" name="char" type="int" />
<description>
- Directly converts an decimal integer to a unicode character. Tables of these characters can be found in various locations, for example [url=https://unicodelookup.com/]here.[/url]
+ Returns a single Unicode character from the decimal [param char]. You may use [url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www.unicode.org/charts/]unicode.org[/url] as points of reference.
[codeblock]
- print(String.chr(65)) # Prints "A"
+ print(String.chr(65)) # Prints "A"
print(String.chr(129302)) # Prints "🤖" (robot face emoji)
[/codeblock]
</description>
@@ -115,7 +129,19 @@
<return type="bool" />
<param index="0" name="what" type="String" />
<description>
- Returns [code]true[/code] if the string contains the given string.
+ Returns [code]true[/code] if the string contains [param what]. In GDScript, this corresponds to the [code]in[/code] operator.
+ [codeblocks]
+ [gdscript]
+ print("Node".contains("de")) # Prints true
+ print("team".contains("I")) # Prints false
+ print("I" in "team") # Prints false
+ [/gdscript]
+ [csharp]
+ GD.Print("Node".Contains("de")); // Prints true
+ GD.Print("team".Contains("I")); // Prints false
+ [/csharp]
+ [/codeblocks]
+ If you need to know where [param what] is within the string, use [method find].
</description>
</method>
<method name="count" qualifiers="const">
@@ -124,7 +150,7 @@
<param index="1" name="from" type="int" default="0" />
<param index="2" name="to" type="int" default="0" />
<description>
- Returns the number of occurrences of substring [param what] between [param from] and [param to] positions. If [param from] and [param to] equals 0 the whole string will be used. If only [param to] equals 0 the remained substring will be used.
+ Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions. If [param to] is 0, the search continues until the end of the string.
</description>
</method>
<method name="countn" qualifiers="const">
@@ -133,7 +159,7 @@
<param index="1" name="from" type="int" default="0" />
<param index="2" name="to" type="int" default="0" />
<description>
- Returns the number of occurrences of substring [param what] (ignoring case) between [param from] and [param to] positions. If [param from] and [param to] equals 0 the whole string will be used. If only [param to] equals 0 the remained substring will be used.
+ Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is 0, the search continues until the end of the string.
</description>
</method>
<method name="dedent" qualifiers="const">
@@ -146,7 +172,7 @@
<return type="bool" />
<param index="0" name="text" type="String" />
<description>
- Returns [code]true[/code] if the string ends with the given string.
+ Returns [code]true[/code] if the string ends with the given [param text]. See also [method begins_with].
</description>
</method>
<method name="find" qualifiers="const">
@@ -154,17 +180,24 @@
<param index="0" name="what" type="String" />
<param index="1" name="from" type="int" default="0" />
<description>
- Returns the index of the [b]first[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string.
- [b]Note:[/b] If you just want to know whether a string contains a substring, use the [code]in[/code] operator as follows:
+ Returns the index of the [b]first[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the end of the string.
[codeblocks]
[gdscript]
- print("i" in "team") # Will print `false`.
+ print("Team".find("I")) # Prints -1
+
+ print("Potato".find("t")) # Prints 2
+ print("Potato".find("t", 3)) # Prints 4
+ print("Potato".find("t", 5)) # Prints -1
[/gdscript]
[csharp]
- // C# has no in operator, but we can use `Contains()`.
- GD.Print("team".Contains("i")); // Will print `false`.
+ GD.Print("Team".Find("I")); // Prints -1
+
+ GD.Print("Potato".Find("t")); // Prints 2
+ GD.print("Potato".Find("t", 3)); // Prints 4
+ GD.print("Potato".Find("t", 5)); // Prints -1
[/csharp]
[/codeblocks]
+ [b]Note:[/b] If you just want to know whether the string contains [param what], use [method contains]. In GDScript, you may also use the [code]in[/code] operator.
</description>
</method>
<method name="findn" qualifiers="const">
@@ -172,7 +205,7 @@
<param index="0" name="what" type="String" />
<param index="1" name="from" type="int" default="0" />
<description>
- Returns the index of the [b]first[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string.
+ Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the end of the string.
</description>
</method>
<method name="format" qualifiers="const">
@@ -183,53 +216,64 @@
Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values].
[param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys.
[codeblock]
- # Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it.
+ # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it."
var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it."
print(use_array_values.format(["Godot", "Samuel Beckett"]))
- # Prints: User 42 is Godot.
+ # Prints "User 42 is Godot."
print("User {id} is {name}.".format({"id": 42, "name": "Godot"}))
[/codeblock]
- Some additional handling is performed when [param values] is an array. If [param placeholder] does not contain an underscore, the elements of the array will be used to replace one occurrence of the placeholder in turn; If an array element is another 2-element array, it'll be interpreted as a key-value pair.
+ Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair.
[codeblock]
- # Prints: User 42 is Godot.
+ # Prints "User 42 is Godot."
print("User {} is {}.".format([42, "Godot"], "{}"))
print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]]))
[/codeblock]
+ See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial.
</description>
</method>
<method name="get_base_dir" qualifiers="const">
<return type="String" />
<description>
If the string is a valid file path, returns the base directory name.
+ [codeblock]
+ var dir_path = "/path/to/file.txt".get_base_dir() # dir_path is "/path/to"
+ [/codeblock]
</description>
</method>
<method name="get_basename" qualifiers="const">
<return type="String" />
<description>
- If the string is a valid file path, returns the full file path without the extension.
+ If the string is a valid file path, returns the full file path, without the extension.
+ [codeblock]
+ var base = "/path/to/file.txt".get_basename() # base is "/path/to/file"
+ [/codeblock]
</description>
</method>
<method name="get_extension" qualifiers="const">
<return type="String" />
<description>
- Returns the extension without the leading period character ([code].[/code]) if the string is a valid file name or path. If the string does not contain an extension, returns an empty string instead.
+ If the string is a valid file name or path, returns the file extension without the leading period ([code].[/code]). Otherwise, returns an empty string.
[codeblock]
- print("/path/to/file.txt".get_extension()) # "txt"
- print("file.txt".get_extension()) # "txt"
- print("file.sample.txt".get_extension()) # "txt"
- print(".txt".get_extension()) # "txt"
- print("file.txt.".get_extension()) # "" (empty string)
- print("file.txt..".get_extension()) # "" (empty string)
- print("txt".get_extension()) # "" (empty string)
- print("".get_extension()) # "" (empty string)
+ var a = "/path/to/file.txt".get_extension() # a is "txt"
+ var b = "cool.txt".get_extension() # b is "txt"
+ var c = "cool.font.tres".get_extension() # c is "tres"
+ var d = ".pack1".get_extension() # d is "pack1"
+
+ var e = "file.txt.".get_extension() # e is ""
+ var f = "file.txt..".get_extension() # f is ""
+ var g = "txt".get_extension() # g is ""
+ var h = "".get_extension() # h is ""
[/codeblock]
</description>
</method>
<method name="get_file" qualifiers="const">
<return type="String" />
<description>
- If the string is a valid file path, returns the filename.
+ If the string is a valid file path, returns the file name, including the extension.
+ [codeblock]
+ var file = "/path/to/icon.png".get_file() # file is "icon.png"
+ [/codeblock]
</description>
</method>
<method name="get_slice" qualifiers="const">
@@ -237,11 +281,11 @@
<param index="0" name="delimiter" type="String" />
<param index="1" name="slice" type="int" />
<description>
- Splits a string using a [param delimiter] and returns a substring at index [param slice]. Returns an empty string if the index doesn't exist.
- This is a more performant alternative to [method split] for cases when you need only one element from the array at a fixed index.
- Example:
+ Splits the string using a [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist.
+ This is faster than [method split], if you only need one substring.
+ [b]Example:[/b]
[codeblock]
- print("i/am/example/string".get_slice("/", 2)) # Prints 'example'.
+ print("i/am/example/hi".get_slice("/", 2)) # Prints "example"
[/codeblock]
</description>
</method>
@@ -249,7 +293,7 @@
<return type="int" />
<param index="0" name="delimiter" type="String" />
<description>
- Splits a string using a [param delimiter] and returns a number of slices.
+ Returns the total number of slices when the string is split with the given [param delimiter] (see [method split]).
</description>
</method>
<method name="get_slicec" qualifiers="const">
@@ -257,29 +301,29 @@
<param index="0" name="delimiter" type="int" />
<param index="1" name="slice" type="int" />
<description>
- Splits a string using a Unicode character with code [param delimiter] and returns a substring at index [param slice]. Returns an empty string if the index doesn't exist.
- This is a more performant alternative to [method split] for cases when you need only one element from the array at a fixed index.
+ Splits the string using a Unicode character with code [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist.
+ This is faster than [method split], if you only need one substring.
</description>
</method>
<method name="hash" qualifiers="const">
<return type="int" />
<description>
Returns the 32-bit hash value representing the string's contents.
- [b]Note:[/b] [String]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the strings are equal, because different strings can have identical hash values due to hash collisions.
+ [b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the countrary, strings with different hash values are guaranteed to be different.
</description>
</method>
<method name="hex_to_int" qualifiers="const">
<return type="int" />
<description>
- Converts a string containing a hexadecimal number into an integer. Hexadecimal strings can either be prefixed with [code]0x[/code] or not, and they can also start with a [code]-[/code] before the optional prefix.
+ Converts the string representing a hexadecimal number into an [int]. The string may be optionally prefixed with [code]"0x"[/code], and an additional [code]-[/code] prefix for negative numbers.
[codeblocks]
[gdscript]
- print("0xff".hex_to_int()) # Prints "255".
- print("ab".hex_to_int()) # Prints "171".
+ print("0xff".hex_to_int()) # Prints 255
+ print("ab".hex_to_int()) # Prints 171
[/gdscript]
[csharp]
- GD.Print("0xff".HexToInt()); // Prints "255".
- GD.Print("ab".HexToInt()); // Prints "171".
+ GD.Print("0xff".HexToInt()); // Prints 255
+ GD.Print("ab".HexToInt()); // Prints 171
[/csharp]
[/codeblocks]
</description>
@@ -288,17 +332,16 @@
<return type="String" />
<param index="0" name="size" type="int" />
<description>
- Converts an integer representing a number of bytes into a human-readable form.
- Note that this output is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], and includes [code]B[/code], [code]KiB[/code], [code]MiB[/code], [code]GiB[/code], [code]TiB[/code], [code]PiB[/code], and [code]EiB[/code].
+ Converts [param size] which represents a number of bytes into a human-readable form.
+ The result is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], which may end in either [code]"B"[/code], [code]"KiB"[/code], [code]"MiB"[/code], [code]"GiB"[/code], [code]"TiB"[/code], [code]"PiB"[/code], or [code]"EiB"[/code].
</description>
</method>
<method name="indent" qualifiers="const">
<return type="String" />
<param index="0" name="prefix" type="String" />
<description>
- Returns a copy of the string with lines indented with [param prefix].
- For example, the string can be indented with two tabs using [code]"\t\t"[/code], or four spaces using [code]" "[/code]. The prefix can be any string so it can also be used to comment out strings with e.g. [code]"# "[/code]. See also [method dedent] to remove indentation.
- [b]Note:[/b] Empty lines are kept empty.
+ Indents every line of the string with the given [param prefix]. Empty lines are not indented. See also [method dedent] to remove indentation.
+ For example, the string can be indented with two tabulations using [code]"\t\t"[/code], or four spaces using [code]" "[/code].
</description>
</method>
<method name="insert" qualifiers="const">
@@ -306,57 +349,65 @@
<param index="0" name="position" type="int" />
<param index="1" name="what" type="String" />
<description>
- Returns a copy of the string with the substring [param what] inserted at the given [param position].
+ Inserts [param what] at the given [param position] in the string.
</description>
</method>
<method name="is_absolute_path" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the string is a path to a file or directory and its starting point is explicitly defined. This includes [code]res://[/code], [code]user://[/code], [code]C:\[/code], [code]/[/code], etc.
+ Returns [code]true[/code] if the string is a path to a file or directory, and its starting point is explicitly defined. This method is the opposite of [method is_relative_path].
+ This includes all paths starting with [code]"res://"[/code], [code]"user://"[/code], [code]"C:\"[/code], [code]"/"[/code], etc.
</description>
</method>
<method name="is_empty" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the length of the string equals [code]0[/code].
+ Returns [code]true[/code] if the string's length is [code]0[/code] ([code]""[/code]). See also [method length].
</description>
</method>
<method name="is_relative_path" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the string is a path to a file or directory and its starting point is implicitly defined within the context it is being used. The starting point may refer to the current directory ([code]./[/code]), or the current [Node].
+ Returns [code]true[/code] if the string is a path, and its starting point is dependent on context. The path could begin from the current directory, or the current [Node] (if the string is derived from a [NodePath]), and may sometimes be prefixed with [code]"./"[/code]. This method is the opposite of [method is_absolute_path].
</description>
</method>
<method name="is_subsequence_of" qualifiers="const">
<return type="bool" />
<param index="0" name="text" type="String" />
<description>
- Returns [code]true[/code] if this string is a subsequence of the given string.
+ Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order.
+ [codeblock]
+ var text = "Wow, incredible!"
+
+ print("inedible".is_subsequence_of(text)) # Prints true
+ print("Word!".is_subsequence_of(text)) # Prints true
+ print("Window".is_subsequence_of(text)) # Prints false
+ print("".is_subsequence_of(text)) # Prints true
+ [/codeblock]
</description>
</method>
<method name="is_subsequence_ofn" qualifiers="const">
<return type="bool" />
<param index="0" name="text" type="String" />
<description>
- Returns [code]true[/code] if this string is a subsequence of the given string, without considering case.
+ Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order, [b]ignoring case[/b].
</description>
</method>
<method name="is_valid_filename" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this string is free from characters that aren't allowed in file names, those being:
- [code]: / \ ? * " | % &lt; &gt;[/code]
+ Returns [code]true[/code] if this string does not contain characters that are not allowed in file names ([code]:[/code] [code]/[/code] [code]\[/code] [code]?[/code] [code]*[/code] [code]"[/code] [code]|[/code] [code]%[/code] [code]&lt;[/code] [code]&gt;[/code]).
</description>
</method>
<method name="is_valid_float" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this string contains a valid float. This is inclusive of integers, and also supports exponents:
+ Returns [code]true[/code] if this string represents a valid floating-point number. A valid float may contain only digits, one decimal point ([code].[/code]), and the exponent letter ([code]e[/code]). It may also be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid integer is also a valid float (see [method is_valid_int]). See also [method to_float].
[codeblock]
- print("1.7".is_valid_float()) # Prints "true"
- print("24".is_valid_float()) # Prints "true"
- print("7e3".is_valid_float()) # Prints "true"
- print("Hello".is_valid_float()) # Prints "false"
+ print("1.7".is_valid_float()) # Prints true
+ print("24".is_valid_float()) # Prints true
+ print("7e3".is_valid_float()) # Prints true
+ print("Hello".is_valid_float()) # Prints false
[/codeblock]
</description>
</method>
@@ -364,57 +415,73 @@
<return type="bool" />
<param index="0" name="with_prefix" type="bool" default="false" />
<description>
- Returns [code]true[/code] if this string contains a valid hexadecimal number. If [param with_prefix] is [code]true[/code], then a validity of the hexadecimal number is determined by [code]0x[/code] prefix, for instance: [code]0xDEADC0DE[/code].
+ Returns [code]true[/code] if this string is a valid hexadecimal number. A valid hexadecimal number only contains digits or letters [code]A[/code] to [code]F[/code] (either uppercase or lowercase), and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign.
+ If [param with_prefix] is [code]true[/code], the hexadecimal number needs to prefixed by [code]"0x"[/code] to be considered valid.
+ [codeblock]
+ print("A08E".is_valid_hex_number()) # Prints true
+ print("-AbCdEf".is_valid_hex_number()) # Prints true
+ print("2.5".is_valid_hex_number()) # Prints false
+
+ print("0xDEADC0DE".is_valid_hex_number(true)) # Prints true
+ [/codeblock]
</description>
</method>
<method name="is_valid_html_color" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this string contains a valid color in hexadecimal HTML notation. Other HTML notations such as named colors or [code]hsl()[/code] colors aren't considered valid by this method and will return [code]false[/code].
+ Returns [code]true[/code] if this string is a valid color in hexadecimal HTML notation. The string must be a hexadecimal value (see [method is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). Other HTML notations for colors, such as names or [code]hsl()[/code], are not considered valid. See also [method Color.html].
</description>
</method>
<method name="is_valid_identifier" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]) and the first character may not be a digit.
+ Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]), and the first character may not be a digit.
[codeblock]
- print("good_ident_1".is_valid_identifier()) # Prints "true"
- print("1st_bad_ident".is_valid_identifier()) # Prints "false"
- print("bad_ident_#2".is_valid_identifier()) # Prints "false"
+ print("node_2d".is_valid_identifier()) # Prints true
+ print("TYPE_FLOAT".is_valid_identifier()) # Prints true
+ print("1st_method".is_valid_identifier()) # Prints false
+ print("MyMethod#2".is_valid_identifier()) # Prints false
[/codeblock]
</description>
</method>
<method name="is_valid_int" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this string contains a valid integer.
+ Returns [code]true[/code] if this string represents a valid integer. A valid integer only contains digits, and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. See also [method to_int].
[codeblock]
- print("7".is_valid_int()) # Prints "true"
- print("14.6".is_valid_int()) # Prints "false"
- print("L".is_valid_int()) # Prints "false"
- print("+3".is_valid_int()) # Prints "true"
- print("-12".is_valid_int()) # Prints "true"
+ print("7".is_valid_int()) # Prints true
+ print("1.65".is_valid_int()) # Prints false
+ print("Hi".is_valid_int()) # Prints false
+ print("+3".is_valid_int()) # Prints true
+ print("-12".is_valid_int()) # Prints true
[/codeblock]
</description>
</method>
<method name="is_valid_ip_address" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this string contains only a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/code] as valid.
+ Returns [code]true[/code] if this string represents a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]"0.0.0.0"[/code] and [code]"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff"[/code] as valid.
</description>
</method>
<method name="join" qualifiers="const">
<return type="String" />
<param index="0" name="parts" type="PackedStringArray" />
<description>
- Returns a [String] which is the concatenation of the [param parts]. The separator between elements is the string providing this method.
- Example:
+ Returns the concatenation of [param parts]' elements, with each element separated by the string calling this method. This method is the opposite of [method split].
+ [b]Example:[/b]
[codeblocks]
[gdscript]
- print(", ".join(["One", "Two", "Three", "Four"]))
+ var fruits = ["Apple", "Orange", "Pear", "Kiwi"]
+
+ print(", ".join(fruits)) # Prints "Apple, Orange, Pear, Kiwi"
+ print("---".join(fruits)) # Prints "Apple---Orange---Pear---Kiwi"
[/gdscript]
[csharp]
- GD.Print(String.Join(",", new string[] {"One", "Two", "Three", "Four"}));
+ var fruits = new string[] {"Apple", "Orange", "Pear", "Kiwi"};
+
+ // In C#, this method is static.
+ GD.Print(string.Join(", ", fruits); // Prints "Apple, Orange, Pear, Kiwi"
+ GD.Print(string.Join("---", fruits)); // Prints "Apple---Orange---Pear---Kiwi"
[/csharp]
[/codeblocks]
</description>
@@ -422,25 +489,24 @@
<method name="json_escape" qualifiers="const">
<return type="String" />
<description>
- Returns a copy of the string with special characters escaped using the JSON standard.
+ Returns a copy of the string with special characters escaped using the JSON standard. Because it closely matches the C standard, it is possible to use [method c_unescape] to unescape the string, if necessary.
</description>
</method>
<method name="left" qualifiers="const">
<return type="String" />
<param index="0" name="length" type="int" />
<description>
- Returns a number of characters from the left of the string. If negative [param length] is used, the characters are counted downwards from [String]'s length.
- Examples:
+ Returns the first [param length] characters from the beginning of the string. If [param length] is negative, strips the last [param length] characters from the string's end.
[codeblock]
- print("sample text".left(3)) #prints "sam"
- print("sample text".left(-3)) #prints "sample t"
+ print("Hello World!".left(3)) # Prints "Hel"
+ print("Hello World!".left(-4)) # Prints "Hello Wo"
[/codeblock]
</description>
</method>
<method name="length" qualifiers="const">
<return type="int" />
<description>
- Returns the number of characters in the string.
+ Returns the number of characters in the string. Empty strings ([code]""[/code]) always return [code]0[/code]. See also [method is_empty].
</description>
</method>
<method name="lpad" qualifiers="const">
@@ -448,62 +514,60 @@
<param index="0" name="min_length" type="int" />
<param index="1" name="character" type="String" default="&quot; &quot;" />
<description>
- Formats a string to be at least [param min_length] long by adding [param character]s to the left of the string.
+ Formats the string to be at least [param min_length] long by adding [param character]s to the left of the string, if necessary. See also [method rpad].
</description>
</method>
<method name="lstrip" qualifiers="const">
<return type="String" />
<param index="0" name="chars" type="String" />
<description>
- Returns a copy of the string with characters removed from the left. The [param chars] argument is a string specifying the set of characters to be removed.
- [b]Note:[/b] The [param chars] is not a prefix. See [method trim_prefix] method that will remove a single prefix string rather than a set of characters.
+ Removes a set of characters defined in [param chars] from the string's beginning. See also [method rstrip].
+ [b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to remove a single prefix, rather than a set of characters.
</description>
</method>
<method name="match" qualifiers="const">
<return type="bool" />
<param index="0" name="expr" type="String" />
<description>
- Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
+ Does a simple expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
</description>
</method>
<method name="matchn" qualifiers="const">
<return type="bool" />
<param index="0" name="expr" type="String" />
<description>
- Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
+ Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
</description>
</method>
<method name="md5_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
- Returns the MD5 hash of the string as an array of bytes.
+ Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as a [PackedByteArray].
</description>
</method>
<method name="md5_text" qualifiers="const">
<return type="String" />
<description>
- Returns the MD5 hash of the string as a string.
+ Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as another [String].
</description>
</method>
<method name="naturalnocasecmp_to" qualifiers="const">
<return type="int" />
<param index="0" name="to" type="String" />
<description>
- Performs a case-insensitive [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters will be converted to uppercase during the comparison.
- When used for sorting, natural order comparison will order suites of numbers as expected by most people. If you sort the numbers from 1 to 10 using natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, 10, 2, 3, ...][/code].
- [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [param to] string or [code]-1[/code] if the "base" string is shorter than the [param to] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters.
- [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [param to] string is empty or [code]0[/code] if both strings are empty.
- To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method casecmp_to].
+ Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison.
+ When used for sorting, natural order comparison orders sequences of numbers by the combined value of each digit as is often expected, instead of the single digit's value. A sorted sequence of numbered strings will be [code]["1", "2", "3", ...][/code], not [code]["1", "10", "2", "3", ...][/code].
+ With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
+ To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method casecmp_to].
</description>
</method>
<method name="nocasecmp_to" qualifiers="const">
<return type="int" />
<param index="0" name="to" type="String" />
<description>
- Performs a case-insensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters will be converted to uppercase during the comparison.
- [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [param to] string or [code]-1[/code] if the "base" string is shorter than the [param to] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters.
- [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [param to] string is empty or [code]0[/code] if both strings are empty.
- To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to] and [method naturalnocasecmp_to].
+ Performs a [b]case-insensitive[/b] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison.
+ With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
+ To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to] and [method naturalnocasecmp_to].
</description>
</method>
<method name="num" qualifiers="static">
@@ -511,20 +575,22 @@
<param index="0" name="number" type="float" />
<param index="1" name="decimals" type="int" default="-1" />
<description>
- Converts a [float] to a string representation of a decimal number.
- The number of decimal places can be specified with [param decimals]. If [param decimals] is [code]-1[/code] (default), decimal places will be automatically adjusted so that the string representation has 14 significant digits (counting both digits to the left and the right of the decimal point).
- Trailing zeros are not included in the string. The last digit will be rounded and not truncated.
- Some examples:
+ Converts a [float] to a string representation of a decimal number, with the number of decimal places specified in [param decimals].
+ If [param decimals] is [code]-1[/code] as by default, the string representation may only have up to 14 significant digits, with digits before the decimal point having priority over digits after.
+ Trailing zeros are not included in the string. The last digit is rounded, not truncated.
+ [b]Example:[/b]
[codeblock]
- String.num(3.141593) # "3.141593"
- String.num(3.141593, 3) # "3.142"
- String.num(3.14159300) # "3.141593", no trailing zeros.
- # Last digit will be rounded up here, which reduces total digit count since
- # trailing zeros are removed:
- String.num(42.129999, 5) # "42.13"
- # If `decimals` is not specified, the total number of significant digits is 14:
- String.num(-0.0000012345432123454321) # "-0.00000123454321"
- String.num(-10000.0000012345432123454321) # "-10000.0000012345"
+ String.num(3.141593) # Returns "3.141593"
+ String.num(3.141593, 3) # Returns "3.142"
+ String.num(3.14159300) # Returns "3.141593"
+
+ # Here, the last digit will be rounded up,
+ # which reduces the total digit count, since trailing zeros are removed:
+ String.num(42.129999, 5) # Returns "42.13"
+
+ # If `decimals` is not specified, the maximum number of significant digits is 14:
+ String.num(-0.0000012345432123454321) # Returns "-0.00000123454321"
+ String.num(-10000.0000012345432123454321) # Returns "-10000.0000012345"
[/codeblock]
</description>
</method>
@@ -534,13 +600,31 @@
<param index="1" name="base" type="int" default="10" />
<param index="2" name="capitalize_hex" type="bool" default="false" />
<description>
- Converts a signed [int] to a string representation of a number.
+ Converts the given [param number] to a string representation, with the given [param base].
+ By default, [param base] is set to decimal ([code]10[/code]). Other common bases in programming include binary ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/code]).
+ If [param capitalize_hex] is [code]true[/code], digits higher than 9 are represented in uppercase.
</description>
</method>
<method name="num_scientific" qualifiers="static">
<return type="String" />
<param index="0" name="number" type="float" />
<description>
+ Converts the given [param number] to a string representation, in scientific notation.
+ [codeblocks]
+ [gdscript]
+ var n = -5.2e8
+ print(n) # Prints -520000000
+ print(String.NumScientific(n)) # Prints -5.2e+08
+ [/gdscript]
+ [csharp]
+ // This method is not implemented in C#.
+ // Use `string.ToString()` with "e" to achieve similar results.
+ var n = -5.2e8f;
+ GD.Print(n); // Prints -520000000
+ GD.Print(n.ToString("e1")); // Prints -5.2e+008
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] In C#, this method is not implemented. To achieve similar results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-strings]Standard numeric format strings[/url]
</description>
</method>
<method name="num_uint64" qualifiers="static">
@@ -549,35 +633,38 @@
<param index="1" name="base" type="int" default="10" />
<param index="2" name="capitalize_hex" type="bool" default="false" />
<description>
- Converts a unsigned [int] to a string representation of a number.
+ Converts the given unsigned [int] to a string representation, with the given [param base].
+ By default, [param base] is set to decimal ([code]10[/code]). Other common bases in programming include binary ([code]2[/code]), [url=https://en.wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/code]).
+ If [param capitalize_hex] is [code]true[/code], digits higher than 9 are represented in uppercase.
</description>
</method>
<method name="pad_decimals" qualifiers="const">
<return type="String" />
<param index="0" name="digits" type="int" />
<description>
- Formats a number to have an exact number of [param digits] after the decimal point.
+ Formats the string representing a number to have an exact number of [param digits] [i]after[/i] the decimal point.
</description>
</method>
<method name="pad_zeros" qualifiers="const">
<return type="String" />
<param index="0" name="digits" type="int" />
<description>
- Formats a number to have an exact number of [param digits] before the decimal point.
+ Formats the string representing a number to have an exact number of [param digits] [i]before[/i] the decimal point.
</description>
</method>
<method name="path_join" qualifiers="const">
<return type="String" />
<param index="0" name="file" type="String" />
<description>
- If the string is a path, this concatenates [param file] at the end of the string as a subpath. E.g. [code]"this/is".path_join("path") == "this/is/path"[/code].
+ Concatenates [param file] at the end of the string as a subpath, adding [code]/[/code] if necessary.
+ [b]Example:[/b] [code]"this/is".path_join("path") == "this/is/path"[/code].
</description>
</method>
<method name="repeat" qualifiers="const">
<return type="String" />
<param index="0" name="count" type="int" />
<description>
- Returns original string repeated a number of times. The number of repetitions is given by the argument.
+ Repeats this string a number of times. [param count] needs to be greater than [code]0[/code]. Otherwise, returns an empty string.
</description>
</method>
<method name="replace" qualifiers="const">
@@ -585,7 +672,7 @@
<param index="0" name="what" type="String" />
<param index="1" name="forwhat" type="String" />
<description>
- Replaces occurrences of a case-sensitive substring with the given one inside the string.
+ Replaces all occurrences of [param what] inside the string with the given [param forwhat].
</description>
</method>
<method name="replacen" qualifiers="const">
@@ -593,7 +680,7 @@
<param index="0" name="what" type="String" />
<param index="1" name="forwhat" type="String" />
<description>
- Replaces occurrences of a case-insensitive substring with the given one inside the string.
+ Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the string with the given [param forwhat].
</description>
</method>
<method name="rfind" qualifiers="const">
@@ -601,7 +688,7 @@
<param index="0" name="what" type="String" />
<param index="1" name="from" type="int" default="-1" />
<description>
- Returns the index of the [b]last[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string.
+ Returns the index of the [b]last[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method find].
</description>
</method>
<method name="rfindn" qualifiers="const">
@@ -609,18 +696,17 @@
<param index="0" name="what" type="String" />
<param index="1" name="from" type="int" default="-1" />
<description>
- Returns the index of the [b]last[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string.
+ Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method findn].
</description>
</method>
<method name="right" qualifiers="const">
<return type="String" />
<param index="0" name="length" type="int" />
<description>
- Returns a number of characters from the right of the string. If negative [param length] is used, the characters are counted downwards from [String]'s length.
- Examples:
+ Returns the last [param length] characters from the end of the string. If [param length] is negative, strips the first [param length] characters from the string's beginning.
[codeblock]
- print("sample text".right(3)) #prints "ext"
- print("sample text".right(-3)) #prints "ple text"
+ print("Hello World!".right(3)) # Prints "ld!"
+ print("Hello World!".right(-4)) # Prints "o World!"
[/codeblock]
</description>
</method>
@@ -629,30 +715,30 @@
<param index="0" name="min_length" type="int" />
<param index="1" name="character" type="String" default="&quot; &quot;" />
<description>
- Formats a string to be at least [param min_length] long by adding [param character]s to the right of the string.
+ Formats the string to be at least [param min_length] long, by adding [param character]s to the right of the string, if necessary. See also [method lpad].
</description>
</method>
<method name="rsplit" qualifiers="const">
<return type="PackedStringArray" />
- <param index="0" name="delimiter" type="String" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
<param index="1" name="allow_empty" type="bool" default="true" />
<param index="2" name="maxsplit" type="int" default="0" />
<description>
- Splits the string by a [param delimiter] string and returns an array of the substrings, starting from right.
- The splits in the returned array are sorted in the same order as the original string, from left to right.
- If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
- If [param maxsplit] is specified, it defines the number of splits to do from the right up to [param maxsplit]. The default value of 0 means that all items are split, thus giving the same result as [method split].
- Example:
+ Splits the string using a [param delimiter] and returns an array of the substrings, starting from the end of the string. The splits in the returned array appear in the same order as the original string. If [param delimiter] is an empty string, each substring will be a single character.
+ If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array.
+ If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split, which is mostly identical to [method split].
+ [b]Example:[/b]
[codeblocks]
[gdscript]
var some_string = "One,Two,Three,Four"
var some_array = some_string.rsplit(",", true, 1)
+
print(some_array.size()) # Prints 2
- print(some_array[0]) # Prints "One,Two,Three"
- print(some_array[1]) # Prints "Four"
+ print(some_array[0]) # Prints "One,Two,Three"
+ print(some_array[1]) # Prints "Four"
[/gdscript]
[csharp]
- // There is no Rsplit.
+ // In C#, there is no String.RSplit() method.
[/csharp]
[/codeblocks]
</description>
@@ -661,90 +747,100 @@
<return type="String" />
<param index="0" name="chars" type="String" />
<description>
- Returns a copy of the string with characters removed from the right. The [param chars] argument is a string specifying the set of characters to be removed.
- [b]Note:[/b] The [param chars] is not a suffix. See [method trim_suffix] method that will remove a single suffix string rather than a set of characters.
+ Removes a set of characters defined in [param chars] from the string's end. See also [method lstrip].
+ [b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to remove a single suffix, rather than a set of characters.
</description>
</method>
<method name="sha1_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
- Returns the SHA-1 hash of the string as an array of bytes.
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as a [PackedByteArray].
</description>
</method>
<method name="sha1_text" qualifiers="const">
<return type="String" />
<description>
- Returns the SHA-1 hash of the string as a string.
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as another [String].
</description>
</method>
<method name="sha256_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
- Returns the SHA-256 hash of the string as an array of bytes.
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as a [PackedByteArray].
</description>
</method>
<method name="sha256_text" qualifiers="const">
<return type="String" />
<description>
- Returns the SHA-256 hash of the string as a string.
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as another [String].
</description>
</method>
<method name="similarity" qualifiers="const">
<return type="float" />
<param index="0" name="text" type="String" />
<description>
- Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of 1.0 means totally similar, while 0.0 means totally dissimilar.
+ Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of [code]1.0[/code] means totally similar, while [code]0.0[/code] means totally dissimilar.
[codeblock]
- print("ABC123".similarity("ABC123")) # Prints "1"
- print("ABC123".similarity("XYZ456")) # Prints "0"
- print("ABC123".similarity("123ABC")) # Prints "0.8"
- print("ABC123".similarity("abc123")) # Prints "0.4"
+ print("ABC123".similarity("ABC123")) # Prints 1.0
+ print("ABC123".similarity("XYZ456")) # Prints 0.0
+ print("ABC123".similarity("123ABC")) # Prints 0.8
+ print("ABC123".similarity("abc123")) # Prints 0.4
[/codeblock]
</description>
</method>
<method name="simplify_path" qualifiers="const">
<return type="String" />
<description>
- Returns a simplified canonical path.
+ If the string is a valid file path, converts the string into a canonical path. This is the shortest possible path, without [code]"./"[/code], and all the unnecessary [code]".."[/code] and [code]"/"[/code].
+ [codeblock]
+ var simple_path = "./path/to///../file".simplify_path()
+ print(simple_path) # Prints "path/file"
+ [/codeblock]
</description>
</method>
<method name="split" qualifiers="const">
<return type="PackedStringArray" />
- <param index="0" name="delimiter" type="String" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
<param index="1" name="allow_empty" type="bool" default="true" />
<param index="2" name="maxsplit" type="int" default="0" />
<description>
- Splits the string by a [param delimiter] string and returns an array of the substrings. The [param delimiter] can be of any length.
- If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
- If [param maxsplit] is specified, it defines the number of splits to do from the left up to [param maxsplit]. The default value of [code]0[/code] means that all items are split.
- If you need only one element from the array at a specific index, [method get_slice] is a more performant option.
- Example:
+ Splits the string using a [param delimiter] and returns an array of the substrings. If [param delimiter] is an empty string, each substring will be a single character. This method is the opposite of [method join].
+ If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array.
+ If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split.
+ [b]Example:[/b]
[codeblocks]
[gdscript]
- var some_string = "One,Two,Three,Four"
- var some_array = some_string.split(",", true, 1)
- print(some_array.size()) # Prints 2
- print(some_array[0]) # Prints "Four"
- print(some_array[1]) # Prints "Three,Two,One"
+ var some_array = "One,Two,Three,Four".split(",", true, 2)
+
+ print(some_array.size()) # Prints 3
+ print(some_array[0]) # Prints "One"
+ print(some_array[1]) # Prints "Two"
+ print(some_array[2]) # Prints "Three,Four"
[/gdscript]
[csharp]
- var someString = "One,Two,Three,Four";
- var someArray = someString.Split(",", true); // This is as close as it gets to Godots API.
- GD.Print(someArray[0]); // Prints "Four"
- GD.Print(someArray[1]); // Prints "Three,Two,One"
+ // C#'s `Split()` does not support the `maxsplit` parameter.
+ var someArray = "One,Two,Three".Split(",");
+
+ GD.Print(someArray[0]); // Prints "One"
+ GD.Print(someArray[1]); // Prints "Two"
+ GD.Print(someArray[2]); // Prints "Three"
[/csharp]
[/codeblocks]
- If you need to split strings with more complex rules, use the [RegEx] class instead.
+ [b]Note:[/b] If you only need one substring from the array, consider using [method get_slice] which is faster. If you need to split strings with more complex rules, use the [RegEx] class instead.
</description>
</method>
<method name="split_floats" qualifiers="const">
- <return type="PackedFloat32Array" />
+ <return type="PackedFloat64Array" />
<param index="0" name="delimiter" type="String" />
<param index="1" name="allow_empty" type="bool" default="true" />
<description>
- Splits the string in floats by using a delimiter string and returns an array of the substrings.
- For example, [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code].
- If [param allow_empty] is [code]true[/code], and there are two adjacent delimiters in the string, it will add an empty string to the array of substrings at this position.
+ Splits the string into floats by using a [param delimiter] and returns a [PackedFloat64Array].
+ If [param allow_empty] is [code]false[/code], empty or invalid [float] conversions between adjacent delimiters are excluded.
+ [codeblock]
+ var a = "1,2,4.5".split_floats(",") # a is [1.0, 2.0, 4.5]
+ var c = "1| ||4.5".split_floats("|") # c is [1.0, 0.0, 0.0, 4.5]
+ var b = "1| ||4.5".split_floats("|", false) # b is [1.0, 4.5]
+ [/codeblock]
</description>
</method>
<method name="strip_edges" qualifiers="const">
@@ -752,13 +848,14 @@
<param index="0" name="left" type="bool" default="true" />
<param index="1" name="right" type="bool" default="true" />
<description>
- Returns a copy of the string stripped of any non-printable character (including tabulations, spaces and line breaks) at the beginning and the end. The optional arguments are used to toggle stripping on the left and right edges respectively.
+ Strips all non-printable characters from the beginning and the end of the string. These include spaces, tabulations ([code]\t[/code]), and newlines ([code]\n[/code] [code]\r[/code]).
+ If [param left] is [code]false[/code], ignores the string's beginning. Likewise, if [param right] is [code]false[/code], ignores the string's end.
</description>
</method>
<method name="strip_escapes" qualifiers="const">
<return type="String" />
<description>
- Returns a copy of the string stripped of any escape character. These include all non-printable control characters of the first page of the ASCII table (&lt; 32), such as tabulation ([code]\t[/code] in C) and newline ([code]\n[/code] and [code]\r[/code]) characters, but not spaces.
+ Strips all escape characters from the string. These include all non-printable control characters of the first page of the ASCII table (values from 0 to 31), such as tabulation ([code]\t[/code]) and newline ([code]\n[/code], [code]\r[/code]) characters, but [i]not[/i] spaces.
</description>
</method>
<method name="substr" qualifiers="const">
@@ -766,13 +863,13 @@
<param index="0" name="from" type="int" />
<param index="1" name="len" type="int" default="-1" />
<description>
- Returns part of the string from the position [param from] with length [param len]. Argument [param len] is optional and using [code]-1[/code] will return remaining characters from given position.
+ Returns part of the string from the position [param from] with length [param len]. If [param len] is [code]-1[/code] (as by default), returns the rest of the string starting from the given position.
</description>
</method>
<method name="to_ascii_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
- Converts the String (which is a character array) to ASCII/Latin-1 encoded [PackedByteArray] (which is an array of bytes). The conversion is faster compared to [method to_utf8_buffer], as this method assumes that all the characters in the String are ASCII/Latin-1 characters, unsupported characters are replaced with spaces.
+ Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than [method to_utf8_buffer], but replaces all unsupported characters with spaces.
</description>
</method>
<method name="to_camel_case" qualifiers="const">
@@ -784,23 +881,25 @@
<method name="to_float" qualifiers="const">
<return type="float" />
<description>
- Converts a string containing a decimal number into a [code]float[/code]. The method will stop on the first non-number character except the first [code].[/code] (decimal point), and [code]e[/code] which is used for exponential.
+ Converts the string representing a decimal number into a [float]. This method stops on the first non-number character, except the first decimal point ([code].[/code]) and the exponent letter ([code]e[/code]). See also [method is_valid_float].
[codeblock]
- print("12.3".to_float()) # 12.3
- print("1.2.3".to_float()) # 1.2
- print("12ab3".to_float()) # 12
- print("1e3".to_float()) # 1000
+ var a = "12.35".to_float() # a is 12.35
+ var b = "1.2.3".to_float() # b is 1.2
+ var c = "12xy3".to_float() # c is 12.0
+ var d = "1e3".to_float() # d is 1000.0
+ var e = "Hello!".to_int() # e is 0.0
[/codeblock]
</description>
</method>
<method name="to_int" qualifiers="const">
<return type="int" />
<description>
- Converts a string containing an integer number into an [code]int[/code]. The method will remove any non-number character and stop if it encounters a [code].[/code].
+ Converts the string representing an integer number into an [int]. This method removes any non-number character and stops at the first decimal point ([code].[/code]). See also [method is_valid_int].
[codeblock]
- print("123".to_int()) # 123
- print("a1b2c3".to_int()) # 123
- print("1.2.3".to_int()) # 1
+ var a = "123".to_int() # a is 123
+ var b = "x1y2z3".to_int() # b is 123
+ var c = "-1.2.3".to_int() # c is -1
+ var d = "Hello!".to_int() # d is 0
[/codeblock]
</description>
</method>
@@ -831,33 +930,33 @@
<method name="to_utf16_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
- Converts the String (which is an array of characters) to UTF-16 encoded [PackedByteArray] (which is an array of bytes).
+ Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/url] encoded [PackedByteArray].
</description>
</method>
<method name="to_utf32_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
- Converts the String (which is an array of characters) to UTF-32 encoded [PackedByteArray] (which is an array of bytes).
+ Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/url] encoded [PackedByteArray].
</description>
</method>
<method name="to_utf8_buffer" qualifiers="const">
<return type="PackedByteArray" />
<description>
- Converts the String (which is an array of characters) to UTF-8 encode [PackedByteArray] (which is an array of bytes). The conversion is a bit slower than [method to_ascii_buffer], but supports all UTF-8 characters. Therefore, you should prefer this function over [method to_ascii_buffer].
+ Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] encoded [PackedByteArray]. This method is slightly slower than [method to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer using this method.
</description>
</method>
<method name="trim_prefix" qualifiers="const">
<return type="String" />
<param index="0" name="prefix" type="String" />
<description>
- Removes a given string from the start if it starts with it or leaves the string unchanged.
+ Removes the given [param prefix] from the start of the string, or returns the string unchanged.
</description>
</method>
<method name="trim_suffix" qualifiers="const">
<return type="String" />
<param index="0" name="suffix" type="String" />
<description>
- Removes a given string from the end if it ends with it or leaves the string unchanged.
+ Removes the given [param suffix] from the end of the string, or returns the string unchanged.
</description>
</method>
<method name="unicode_at" qualifiers="const">
@@ -870,13 +969,15 @@
<method name="uri_decode" qualifiers="const">
<return type="String" />
<description>
- Decodes a string in URL encoded format. This is meant to decode parameters in a URL when receiving an HTTP request.
+ Decodes the string from its URL-encoded format. This method is meant to properly decode the parameters in a URL when receiving an HTTP request.
[codeblocks]
[gdscript]
- print("https://example.org/?escaped=" + "Godot%20Engine%3A%27docs%27".uri_decode())
+ var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
+ print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Godot Engine:docs"
[/gdscript]
[csharp]
- GD.Print("https://example.org/?escaped=" + "Godot%20Engine%3a%27Docs%27".URIDecode());
+ var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
+ GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Godot Engine:docs"
[/csharp]
[/codeblocks]
</description>
@@ -884,13 +985,19 @@
<method name="uri_encode" qualifiers="const">
<return type="String" />
<description>
- Encodes a string to URL friendly format. This is meant to encode parameters in a URL when sending an HTTP request.
+ Encodes the string to URL-friendly format. This method is meant to properly encode the parameters in a URL when sending an HTTP request.
[codeblocks]
[gdscript]
- print("https://example.org/?escaped=" + "Godot Engine:'docs'".uri_encode())
+ var prefix = "$DOCS_URL/?highlight="
+ var url = prefix + "Godot Engine:docs".uri_encode()
+
+ print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
[/gdscript]
[csharp]
- GD.Print("https://example.org/?escaped=" + "Godot Engine:'docs'".URIEncode());
+ var prefix = "$DOCS_URL/?highlight=";
+ var url = prefix + "Godot Engine:docs".URIEncode();
+
+ GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
[/csharp]
[/codeblocks]
</description>
@@ -898,7 +1005,7 @@
<method name="validate_node_name" qualifiers="const">
<return type="String" />
<description>
- Removes any characters from the string that are prohibited in [Node] names ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code]).
+ Removes all characters that are not allowed in [member Node.name] from the string ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]).
</description>
</method>
<method name="xml_escape" qualifiers="const">
@@ -920,29 +1027,44 @@
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if both strings do not contain the same sequence of characters.
</description>
</operator>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if this [String] is not equivalent to the given [StringName].
</description>
</operator>
<operator name="operator %">
<return type="String" />
<param index="0" name="right" type="Variant" />
<description>
+ Formats the [String], replacing the placeholders with one or more parameters.
+ To pass multiple parameters, [param right] needs to be an [Array].
+ [codeblock]
+ print("I caught %d fishes!" % 2) # Prints "I caught 2 fishes!"
+
+ var my_message = "Travelling to %s, at %2.2f per second."
+ var location = "Deep Valley"
+ var speed = 40.3485
+ print(my_message % [location, speed]) # Prints "Travelling to Deep Valley, at 40.35 km/h."
+ [/codeblock]
+ In C#, there is no direct equivalent to this operator. Use the [method format] method, instead.
+ For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format strings[/url] tutorial.
</description>
</operator>
<operator name="operator +">
<return type="String" />
<param index="0" name="right" type="String" />
<description>
+ Appends [param right] at the end of this [String], also known as a string concatenation.
</description>
</operator>
<operator name="operator +">
<return type="String" />
- <param index="0" name="right" type="int" />
+ <param index="0" name="right" type="StringName" />
<description>
</description>
</operator>
@@ -950,42 +1072,49 @@
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting.
</description>
</operator>
<operator name="operator &lt;=">
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if both strings contain the same sequence of characters.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if this [String] is equivalent to the given [StringName].
</description>
</operator>
<operator name="operator &gt;">
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting.
</description>
</operator>
<operator name="operator &gt;=">
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal.
</description>
</operator>
<operator name="operator []">
<return type="String" />
<param index="0" name="index" type="int" />
<description>
+ Returns a new [String] that only contains the character at [param index]. Indices start from [code]0[/code]. If [param index] is greater or equal to [code]0[/code], the character is fetched starting from the beginning of the string. If [param index] is a negative value, it is fetched starting from the end. Accessing a string out-of-bounds will cause a run-time error, pausing the project execution if run from the editor.
</description>
</operator>
</operators>
diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml
index c40d8929fc..b46e39b8d7 100644
--- a/doc/classes/StringName.xml
+++ b/doc/classes/StringName.xml
@@ -5,8 +5,10 @@
</brief_description>
<description>
[StringName]s are immutable strings designed for general-purpose representation of unique names (also called "string interning"). [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings.
- You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or the literal syntax [code]&amp;"example"[/code].
+ You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or, in GDScript, the literal syntax [code]&amp;"example"[/code].
See also [NodePath], which is a similar concept specifically designed to store pre-parsed node paths.
+ Some string methods have corresponding variations. Variations suffixed with [code]n[/code] ([method countn], [method findn], [method replacen], etc.) are [b]case-insensitive[/b] (they make no distinction between uppercase and lowercase letters). Method variations prefixed with [code]r[/code] ([method rfind], [method rsplit], etc.) are reversed, and start from the end of the string, instead of the beginning.
+ [b]Note:[/b] In a boolean context, a [StringName] will evaluate to [code]false[/code] if it is empty ([code]StringName("")[/code]). Otherwise, a [StringName] will always evaluate to [code]true[/code].
</description>
<tutorials>
</tutorials>
@@ -28,15 +30,902 @@
<return type="StringName" />
<param index="0" name="from" type="String" />
<description>
- Creates a new [StringName] from the given [String]. [code]StringName("example")[/code] is equivalent to [code]&amp;"example"[/code].
+ Creates a new [StringName] from the given [String]. In GDScript, [code]StringName("example")[/code] is equivalent to [code]&amp;"example"[/code].
</description>
</constructor>
</constructors>
<methods>
+ <method name="begins_with" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="text" type="String" />
+ <description>
+ Returns [code]true[/code] if the string begins with the given [param text]. See also [method ends_with].
+ </description>
+ </method>
+ <method name="bigrams" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns an array containing the bigrams (pairs of consecutive characters) of this string.
+ [codeblock]
+ print("Get up!".bigrams()) # Prints ["Ge", "et", "t ", " u", "up", "p!"]
+ [/codeblock]
+ </description>
+ </method>
+ <method name="bin_to_int" qualifiers="const">
+ <return type="int" />
+ <description>
+ Converts the string representing a binary number into an [int]. The string may optionally be prefixed with [code]"0b"[/code], and an additional [code]-[/code] prefix for negative numbers.
+ [codeblocks]
+ [gdscript]
+ print("101".bin_to_int()) # Prints 5
+ print("0b101".bin_to_int()) # Prints 5
+ print("-0b10".bin_to_int()) # Prints -2
+ [/gdscript]
+ [csharp]
+ GD.Print("101".BinToInt()); // Prints 5
+ GD.Print("0b101".BinToInt()); // Prints 5
+ GD.Print("-0b10".BinToInt()); // Prints -2
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="c_escape" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns a copy of the string with special characters escaped using the C language standard.
+ </description>
+ </method>
+ <method name="c_unescape" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
+ [b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence.
+ </description>
+ </method>
+ <method name="capitalize" qualifiers="const">
+ <return type="String" />
+ <description>
+ Changes the appearance of the string: replaces underscores ([code]_[/code]) with spaces, adds spaces before uppercase letters in the middle of a word, converts all letters to lowercase, then converts the first one and each one following a space to uppercase.
+ [codeblocks]
+ [gdscript]
+ "move_local_x".capitalize() # Returns "Move Local X"
+ "sceneFile_path".capitalize() # Returns "Scene File Path"
+ [/gdscript]
+ [csharp]
+ "move_local_x".Capitalize(); // Returns "Move Local X"
+ "sceneFile_path".Capitalize(); // Returns "Scene File Path"
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] This method not the same as the default appearance of properties in the Inspector dock, as it does not capitalize acronyms ([code]"2D"[/code], [code]"FPS"[/code], [code]"PNG"[/code], etc.) as you may expect.
+ </description>
+ </method>
+ <method name="casecmp_to" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="to" type="String" />
+ <description>
+ Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" and "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order.
+ With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
+ To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method naturalnocasecmp_to].
+ </description>
+ </method>
+ <method name="contains" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="what" type="String" />
+ <description>
+ Returns [code]true[/code] if the string contains [param what]. In GDScript, this corresponds to the [code]in[/code] operator.
+ [codeblocks]
+ [gdscript]
+ print("Node".contains("de")) # Prints true
+ print("team".contains("I")) # Prints false
+ print("I" in "team") # Prints false
+ [/gdscript]
+ [csharp]
+ GD.Print("Node".Contains("de")); // Prints true
+ GD.Print("team".Contains("I")); // Prints false
+ [/csharp]
+ [/codeblocks]
+ If you need to know where [param what] is within the string, use [method find].
+ </description>
+ </method>
+ <method name="count" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="from" type="int" default="0" />
+ <param index="2" name="to" type="int" default="0" />
+ <description>
+ Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions. If [param to] is 0, the search continues until the end of the string.
+ </description>
+ </method>
+ <method name="countn" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="from" type="int" default="0" />
+ <param index="2" name="to" type="int" default="0" />
+ <description>
+ Returns the number of occurrences of the substring [param what] between [param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is 0, the search continues until the end of the string.
+ </description>
+ </method>
+ <method name="dedent" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns a copy of the string with indentation (leading tabs and spaces) removed. See also [method indent] to add indentation.
+ </description>
+ </method>
+ <method name="ends_with" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="text" type="String" />
+ <description>
+ Returns [code]true[/code] if the string ends with the given [param text]. See also [method begins_with].
+ </description>
+ </method>
+ <method name="find" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="from" type="int" default="0" />
+ <description>
+ Returns the index of the [b]first[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the end of the string.
+ [codeblocks]
+ [gdscript]
+ print("Team".find("I")) # Prints -1
+
+ print("Potato".find("t")) # Prints 2
+ print("Potato".find("t", 3)) # Prints 4
+ print("Potato".find("t", 5)) # Prints -1
+ [/gdscript]
+ [csharp]
+ GD.Print("Team".Find("I")); // Prints -1
+
+ GD.Print("Potato".Find("t")); // Prints 2
+ GD.print("Potato".Find("t", 3)); // Prints 4
+ GD.print("Potato".Find("t", 5)); // Prints -1
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] If you just want to know whether the string contains [param what], use [method contains]. In GDScript, you may also use the [code]in[/code] operator.
+ </description>
+ </method>
+ <method name="findn" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="from" type="int" default="0" />
+ <description>
+ Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the end of the string.
+ </description>
+ </method>
+ <method name="format" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="values" type="Variant" />
+ <param index="1" name="placeholder" type="String" default="&quot;{_}&quot;" />
+ <description>
+ Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values].
+ [param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys.
+ [codeblock]
+ # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it."
+ var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it."
+ print(use_array_values.format(["Godot", "Samuel Beckett"]))
+
+ # Prints "User 42 is Godot."
+ print("User {id} is {name}.".format({"id": 42, "name": "Godot"}))
+ [/codeblock]
+ Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair.
+ [codeblock]
+ # Prints "User 42 is Godot."
+ print("User {} is {}.".format([42, "Godot"], "{}"))
+ print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]]))
+ [/codeblock]
+ See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial.
+ </description>
+ </method>
+ <method name="get_base_dir" qualifiers="const">
+ <return type="String" />
+ <description>
+ If the string is a valid file path, returns the base directory name.
+ [codeblock]
+ var dir_path = "/path/to/file.txt".get_base_dir() # dir_path is "/path/to"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="get_basename" qualifiers="const">
+ <return type="String" />
+ <description>
+ If the string is a valid file path, returns the full file path, without the extension.
+ [codeblock]
+ var base = "/path/to/file.txt".get_basename() # base is "/path/to/file"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="get_extension" qualifiers="const">
+ <return type="String" />
+ <description>
+ If the string is a valid file name or path, returns the file extension without the leading period ([code].[/code]). Otherwise, returns an empty string.
+ [codeblock]
+ var a = "/path/to/file.txt".get_extension() # a is "txt"
+ var b = "cool.txt".get_extension() # b is "txt"
+ var c = "cool.font.tres".get_extension() # c is "tres"
+ var d = ".pack1".get_extension() # d is "pack1"
+
+ var e = "file.txt.".get_extension() # e is ""
+ var f = "file.txt..".get_extension() # f is ""
+ var g = "txt".get_extension() # g is ""
+ var h = "".get_extension() # h is ""
+ [/codeblock]
+ </description>
+ </method>
+ <method name="get_file" qualifiers="const">
+ <return type="String" />
+ <description>
+ If the string is a valid file path, returns the file name, including the extension.
+ [codeblock]
+ var file = "/path/to/icon.png".get_file() # file is "icon.png"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="get_slice" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="delimiter" type="String" />
+ <param index="1" name="slice" type="int" />
+ <description>
+ Splits the string using a [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist.
+ This is faster than [method split], if you only need one substring.
+ [b]Example:[/b]
+ [codeblock]
+ print("i/am/example/hi".get_slice("/", 2)) # Prints "example"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="get_slice_count" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="delimiter" type="String" />
+ <description>
+ Returns the total number of slices when the string is split with the given [param delimiter] (see [method split]).
+ </description>
+ </method>
+ <method name="get_slicec" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="delimiter" type="int" />
+ <param index="1" name="slice" type="int" />
+ <description>
+ Splits the string using a Unicode character with code [param delimiter] and returns the substring at index [param slice]. Returns an empty string if the [param slice] does not exist.
+ This is faster than [method split], if you only need one substring.
+ </description>
+ </method>
<method name="hash" qualifiers="const">
<return type="int" />
<description>
- Returns the 32-bit hash value representing the [StringName]'s contents.
+ Returns the 32-bit hash value representing the string's contents.
+ [b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be the same, as a result of hash collisions. On the countrary, strings with different hash values are guaranteed to be different.
+ </description>
+ </method>
+ <method name="hex_to_int" qualifiers="const">
+ <return type="int" />
+ <description>
+ Converts the string representing a hexadecimal number into an [int]. The string may be optionally prefixed with [code]"0x"[/code], and an additional [code]-[/code] prefix for negative numbers.
+ [codeblocks]
+ [gdscript]
+ print("0xff".hex_to_int()) # Prints 255
+ print("ab".hex_to_int()) # Prints 171
+ [/gdscript]
+ [csharp]
+ GD.Print("0xff".HexToInt()); // Prints 255
+ GD.Print("ab".HexToInt()); // Prints 171
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="indent" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="prefix" type="String" />
+ <description>
+ Indents every line of the string with the given [param prefix]. Empty lines are not indented. See also [method dedent] to remove indentation.
+ For example, the string can be indented with two tabulations using [code]"\t\t"[/code], or four spaces using [code]" "[/code].
+ </description>
+ </method>
+ <method name="insert" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="position" type="int" />
+ <param index="1" name="what" type="String" />
+ <description>
+ Inserts [param what] at the given [param position] in the string.
+ </description>
+ </method>
+ <method name="is_absolute_path" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the string is a path to a file or directory, and its starting point is explicitly defined. This method is the opposite of [method is_relative_path].
+ This includes all paths starting with [code]"res://"[/code], [code]"user://"[/code], [code]"C:\"[/code], [code]"/"[/code], etc.
+ </description>
+ </method>
+ <method name="is_empty" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the string's length is [code]0[/code] ([code]""[/code]). See also [method length].
+ </description>
+ </method>
+ <method name="is_relative_path" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the string is a path, and its starting point is dependent on context. The path could begin from the current directory, or the current [Node] (if the string is derived from a [NodePath]), and may sometimes be prefixed with [code]"./"[/code]. This method is the opposite of [method is_absolute_path].
+ </description>
+ </method>
+ <method name="is_subsequence_of" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="text" type="String" />
+ <description>
+ Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order.
+ [codeblock]
+ var text = "Wow, incredible!"
+
+ print("inedible".is_subsequence_of(text)) # Prints true
+ print("Word!".is_subsequence_of(text)) # Prints true
+ print("Window".is_subsequence_of(text)) # Prints false
+ print("".is_subsequence_of(text)) # Prints true
+ [/codeblock]
+ </description>
+ </method>
+ <method name="is_subsequence_ofn" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="text" type="String" />
+ <description>
+ Returns [code]true[/code] if all characters of this string can be found in [param text] in their original order, [b]ignoring case[/b].
+ </description>
+ </method>
+ <method name="is_valid_filename" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this string does not contain characters that are not allowed in file names ([code]:[/code] [code]/[/code] [code]\[/code] [code]?[/code] [code]*[/code] [code]"[/code] [code]|[/code] [code]%[/code] [code]&lt;[/code] [code]&gt;[/code]).
+ </description>
+ </method>
+ <method name="is_valid_float" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this string represents a valid floating-point number. A valid float may contain only digits, one decimal point ([code].[/code]), and the exponent letter ([code]e[/code]). It may also be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid integer is also a valid float (see [method is_valid_int]). See also [method to_float].
+ [codeblock]
+ print("1.7".is_valid_float()) # Prints true
+ print("24".is_valid_float()) # Prints true
+ print("7e3".is_valid_float()) # Prints true
+ print("Hello".is_valid_float()) # Prints false
+ [/codeblock]
+ </description>
+ </method>
+ <method name="is_valid_hex_number" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="with_prefix" type="bool" default="false" />
+ <description>
+ Returns [code]true[/code] if this string is a valid hexadecimal number. A valid hexadecimal number only contains digits or letters [code]A[/code] to [code]F[/code] (either uppercase or lowercase), and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign.
+ If [param with_prefix] is [code]true[/code], the hexadecimal number needs to prefixed by [code]"0x"[/code] to be considered valid.
+ [codeblock]
+ print("A08E".is_valid_hex_number()) # Prints true
+ print("-AbCdEf".is_valid_hex_number()) # Prints true
+ print("2.5".is_valid_hex_number()) # Prints false
+
+ print("0xDEADC0DE".is_valid_hex_number(true)) # Prints true
+ [/codeblock]
+ </description>
+ </method>
+ <method name="is_valid_html_color" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this string is a valid color in hexadecimal HTML notation. The string must be a hexadecimal value (see [method is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). Other HTML notations for colors, such as names or [code]hsl()[/code], are not considered valid. See also [method Color.html].
+ </description>
+ </method>
+ <method name="is_valid_identifier" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]), and the first character may not be a digit.
+ [codeblock]
+ print("node_2d".is_valid_identifier()) # Prints true
+ print("TYPE_FLOAT".is_valid_identifier()) # Prints true
+ print("1st_method".is_valid_identifier()) # Prints false
+ print("MyMethod#2".is_valid_identifier()) # Prints false
+ [/codeblock]
+ </description>
+ </method>
+ <method name="is_valid_int" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this string represents a valid integer. A valid integer only contains digits, and may be prefixed with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. See also [method to_int].
+ [codeblock]
+ print("7".is_valid_int()) # Prints true
+ print("1.65".is_valid_int()) # Prints false
+ print("Hi".is_valid_int()) # Prints false
+ print("+3".is_valid_int()) # Prints true
+ print("-12".is_valid_int()) # Prints true
+ [/codeblock]
+ </description>
+ </method>
+ <method name="is_valid_ip_address" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this string represents a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]"0.0.0.0"[/code] and [code]"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff"[/code] as valid.
+ </description>
+ </method>
+ <method name="join" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="parts" type="PackedStringArray" />
+ <description>
+ Returns the concatenation of [param parts]' elements, with each element separated by the string calling this method. This method is the opposite of [method split].
+ [b]Example:[/b]
+ [codeblocks]
+ [gdscript]
+ var fruits = ["Apple", "Orange", "Pear", "Kiwi"]
+
+ print(", ".join(fruits)) # Prints "Apple, Orange, Pear, Kiwi"
+ print("---".join(fruits)) # Prints "Apple---Orange---Pear---Kiwi"
+ [/gdscript]
+ [csharp]
+ var fruits = new string[] {"Apple", "Orange", "Pear", "Kiwi"};
+
+ // In C#, this method is static.
+ GD.Print(string.Join(", ", fruits); // Prints "Apple, Orange, Pear, Kiwi"
+ GD.Print(string.Join("---", fruits)); // Prints "Apple---Orange---Pear---Kiwi"
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="json_escape" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns a copy of the string with special characters escaped using the JSON standard. Because it closely matches the C standard, it is possible to use [method c_unescape] to unescape the string, if necessary.
+ </description>
+ </method>
+ <method name="left" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="length" type="int" />
+ <description>
+ Returns the first [param length] characters from the beginning of the string. If [param length] is negative, strips the last [param length] characters from the string's end.
+ [codeblock]
+ print("Hello World!".left(3)) # Prints "Hel"
+ print("Hello World!".left(-4)) # Prints "Hello Wo"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="length" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the number of characters in the string. Empty strings ([code]""[/code]) always return [code]0[/code]. See also [method is_empty].
+ </description>
+ </method>
+ <method name="lpad" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="min_length" type="int" />
+ <param index="1" name="character" type="String" default="&quot; &quot;" />
+ <description>
+ Formats the string to be at least [param min_length] long by adding [param character]s to the left of the string, if necessary. See also [method rpad].
+ </description>
+ </method>
+ <method name="lstrip" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="chars" type="String" />
+ <description>
+ Removes a set of characters defined in [param chars] from the string's beginning. See also [method rstrip].
+ [b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to remove a single prefix, rather than a set of characters.
+ </description>
+ </method>
+ <method name="match" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="expr" type="String" />
+ <description>
+ Does a simple expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
+ </description>
+ </method>
+ <method name="matchn" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="expr" type="String" />
+ <description>
+ Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
+ </description>
+ </method>
+ <method name="md5_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <description>
+ Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as a [PackedByteArray].
+ </description>
+ </method>
+ <method name="md5_text" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the string as another [String].
+ </description>
+ </method>
+ <method name="naturalnocasecmp_to" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="to" type="String" />
+ <description>
+ Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison.
+ When used for sorting, natural order comparison orders sequences of numbers by the combined value of each digit as is often expected, instead of the single digit's value. A sorted sequence of numbered strings will be [code]["1", "2", "3", ...][/code], not [code]["1", "10", "2", "3", ...][/code].
+ With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
+ To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method casecmp_to].
+ </description>
+ </method>
+ <method name="nocasecmp_to" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="to" type="String" />
+ <description>
+ Performs a [b]case-insensitive[/b] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "Less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of each string, which roughly matches the alphabetical order. Internally, lowercase characters are converted to uppercase for the comparison.
+ With different string lengths, returns [code]1[/code] if this string is longer than the [param to] string, or [code]-1[/code] if shorter. Note that the length of empty strings is [i]always[/i] [code]0[/code].
+ To get a [bool] result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to] and [method naturalnocasecmp_to].
+ </description>
+ </method>
+ <method name="pad_decimals" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="digits" type="int" />
+ <description>
+ Formats the string representing a number to have an exact number of [param digits] [i]after[/i] the decimal point.
+ </description>
+ </method>
+ <method name="pad_zeros" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="digits" type="int" />
+ <description>
+ Formats the string representing a number to have an exact number of [param digits] [i]before[/i] the decimal point.
+ </description>
+ </method>
+ <method name="path_join" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="file" type="String" />
+ <description>
+ Concatenates [param file] at the end of the string as a subpath, adding [code]/[/code] if necessary.
+ [b]Example:[/b] [code]"this/is".path_join("path") == "this/is/path"[/code].
+ </description>
+ </method>
+ <method name="repeat" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="count" type="int" />
+ <description>
+ Repeats this string a number of times. [param count] needs to be greater than [code]0[/code]. Otherwise, returns an empty string.
+ </description>
+ </method>
+ <method name="replace" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="forwhat" type="String" />
+ <description>
+ Replaces all occurrences of [param what] inside the string with the given [param forwhat].
+ </description>
+ </method>
+ <method name="replacen" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="forwhat" type="String" />
+ <description>
+ Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the string with the given [param forwhat].
+ </description>
+ </method>
+ <method name="rfind" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="from" type="int" default="-1" />
+ <description>
+ Returns the index of the [b]last[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The search's start can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method find].
+ </description>
+ </method>
+ <method name="rfindn" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="what" type="String" />
+ <param index="1" name="from" type="int" default="-1" />
+ <description>
+ Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of [param what] in this string, or [code]-1[/code] if there are none. The starting search index can be specified with [param from], continuing to the beginning of the string. This method is the reverse of [method findn].
+ </description>
+ </method>
+ <method name="right" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="length" type="int" />
+ <description>
+ Returns the last [param length] characters from the end of the string. If [param length] is negative, strips the first [param length] characters from the string's beginning.
+ [codeblock]
+ print("Hello World!".right(3)) # Prints "ld!"
+ print("Hello World!".right(-4)) # Prints "o World!"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="rpad" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="min_length" type="int" />
+ <param index="1" name="character" type="String" default="&quot; &quot;" />
+ <description>
+ Formats the string to be at least [param min_length] long, by adding [param character]s to the right of the string, if necessary. See also [method lpad].
+ </description>
+ </method>
+ <method name="rsplit" qualifiers="const">
+ <return type="PackedStringArray" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
+ <param index="1" name="allow_empty" type="bool" default="true" />
+ <param index="2" name="maxsplit" type="int" default="0" />
+ <description>
+ Splits the string using a [param delimiter] and returns an array of the substrings, starting from the end of the string. The splits in the returned array appear in the same order as the original string. If [param delimiter] is an empty string, each substring will be a single character.
+ If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array.
+ If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split, which is mostly identical to [method split].
+ [b]Example:[/b]
+ [codeblocks]
+ [gdscript]
+ var some_string = "One,Two,Three,Four"
+ var some_array = some_string.rsplit(",", true, 1)
+
+ print(some_array.size()) # Prints 2
+ print(some_array[0]) # Prints "One,Two,Three"
+ print(some_array[1]) # Prints "Four"
+ [/gdscript]
+ [csharp]
+ // In C#, there is no String.RSplit() method.
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="rstrip" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="chars" type="String" />
+ <description>
+ Removes a set of characters defined in [param chars] from the string's end. See also [method lstrip].
+ [b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to remove a single suffix, rather than a set of characters.
+ </description>
+ </method>
+ <method name="sha1_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <description>
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as a [PackedByteArray].
+ </description>
+ </method>
+ <method name="sha1_text" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the string as another [String].
+ </description>
+ </method>
+ <method name="sha256_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <description>
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as a [PackedByteArray].
+ </description>
+ </method>
+ <method name="sha256_text" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of the string as another [String].
+ </description>
+ </method>
+ <method name="similarity" qualifiers="const">
+ <return type="float" />
+ <param index="0" name="text" type="String" />
+ <description>
+ Returns the similarity index ([url=https://en.wikipedia.org/wiki/S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of this string compared to another. A result of [code]1.0[/code] means totally similar, while [code]0.0[/code] means totally dissimilar.
+ [codeblock]
+ print("ABC123".similarity("ABC123")) # Prints 1.0
+ print("ABC123".similarity("XYZ456")) # Prints 0.0
+ print("ABC123".similarity("123ABC")) # Prints 0.8
+ print("ABC123".similarity("abc123")) # Prints 0.4
+ [/codeblock]
+ </description>
+ </method>
+ <method name="simplify_path" qualifiers="const">
+ <return type="String" />
+ <description>
+ If the string is a valid file path, converts the string into a canonical path. This is the shortest possible path, without [code]"./"[/code], and all the unnecessary [code]".."[/code] and [code]"/"[/code].
+ [codeblock]
+ var simple_path = "./path/to///../file".simplify_path()
+ print(simple_path) # Prints "path/file"
+ [/codeblock]
+ </description>
+ </method>
+ <method name="split" qualifiers="const">
+ <return type="PackedStringArray" />
+ <param index="0" name="delimiter" type="String" default="&quot;&quot;" />
+ <param index="1" name="allow_empty" type="bool" default="true" />
+ <param index="2" name="maxsplit" type="int" default="0" />
+ <description>
+ Splits the string using a [param delimiter] and returns an array of the substrings. If [param delimiter] is an empty string, each substring will be a single character. This method is the opposite of [method join].
+ If [param allow_empty] is [code]false[/code], empty strings between adjacent delimiters are excluded from the array.
+ If [param maxsplit] is greater than [code]0[/code], the number of splits may not exceed [param maxsplit]. By default, the entire string is split.
+ [b]Example:[/b]
+ [codeblocks]
+ [gdscript]
+ var some_array = "One,Two,Three,Four".split(",", true, 2)
+
+ print(some_array.size()) # Prints 3
+ print(some_array[0]) # Prints "One"
+ print(some_array[1]) # Prints "Two"
+ print(some_array[2]) # Prints "Three,Four"
+ [/gdscript]
+ [csharp]
+ // C#'s `Split()` does not support the `maxsplit` parameter.
+ var someArray = "One,Two,Three".Split(",");
+
+ GD.Print(someArray[0]); // Prints "One"
+ GD.Print(someArray[1]); // Prints "Two"
+ GD.Print(someArray[2]); // Prints "Three"
+ [/csharp]
+ [/codeblocks]
+ [b]Note:[/b] If you only need one substring from the array, consider using [method get_slice] which is faster. If you need to split strings with more complex rules, use the [RegEx] class instead.
+ </description>
+ </method>
+ <method name="split_floats" qualifiers="const">
+ <return type="PackedFloat64Array" />
+ <param index="0" name="delimiter" type="String" />
+ <param index="1" name="allow_empty" type="bool" default="true" />
+ <description>
+ Splits the string into floats by using a [param delimiter] and returns a [PackedFloat64Array].
+ If [param allow_empty] is [code]false[/code], empty or invalid [float] conversions between adjacent delimiters are excluded.
+ [codeblock]
+ var a = "1,2,4.5".split_floats(",") # a is [1.0, 2.0, 4.5]
+ var c = "1| ||4.5".split_floats("|") # c is [1.0, 0.0, 0.0, 4.5]
+ var b = "1| ||4.5".split_floats("|", false) # b is [1.0, 4.5]
+ [/codeblock]
+ </description>
+ </method>
+ <method name="strip_edges" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="left" type="bool" default="true" />
+ <param index="1" name="right" type="bool" default="true" />
+ <description>
+ Strips all non-printable characters from the beginning and the end of the string. These include spaces, tabulations ([code]\t[/code]), and newlines ([code]\n[/code] [code]\r[/code]).
+ If [param left] is [code]false[/code], ignores the string's beginning. Likewise, if [param right] is [code]false[/code], ignores the string's end.
+ </description>
+ </method>
+ <method name="strip_escapes" qualifiers="const">
+ <return type="String" />
+ <description>
+ Strips all escape characters from the string. These include all non-printable control characters of the first page of the ASCII table (values from 0 to 31), such as tabulation ([code]\t[/code]) and newline ([code]\n[/code], [code]\r[/code]) characters, but [i]not[/i] spaces.
+ </description>
+ </method>
+ <method name="substr" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="from" type="int" />
+ <param index="1" name="len" type="int" default="-1" />
+ <description>
+ Returns part of the string from the position [param from] with length [param len]. If [param len] is [code]-1[/code] (as by default), returns the rest of the string starting from the given position.
+ </description>
+ </method>
+ <method name="to_ascii_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <description>
+ Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than [method to_utf8_buffer], but replaces all unsupported characters with spaces.
+ </description>
+ </method>
+ <method name="to_camel_case" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the string converted to [code]camelCase[/code].
+ </description>
+ </method>
+ <method name="to_float" qualifiers="const">
+ <return type="float" />
+ <description>
+ Converts the string representing a decimal number into a [float]. This method stops on the first non-number character, except the first decimal point ([code].[/code]) and the exponent letter ([code]e[/code]). See also [method is_valid_float].
+ [codeblock]
+ var a = "12.35".to_float() # a is 12.35
+ var b = "1.2.3".to_float() # b is 1.2
+ var c = "12xy3".to_float() # c is 12.0
+ var d = "1e3".to_float() # d is 1000.0
+ var e = "Hello!".to_int() # e is 0.0
+ [/codeblock]
+ </description>
+ </method>
+ <method name="to_int" qualifiers="const">
+ <return type="int" />
+ <description>
+ Converts the string representing an integer number into an [int]. This method removes any non-number character and stops at the first decimal point ([code].[/code]). See also [method is_valid_int].
+ [codeblock]
+ var a = "123".to_int() # a is 123
+ var b = "x1y2z3".to_int() # b is 123
+ var c = "-1.2.3".to_int() # c is -1
+ var d = "Hello!".to_int() # d is 0
+ [/codeblock]
+ </description>
+ </method>
+ <method name="to_lower" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the string converted to lowercase.
+ </description>
+ </method>
+ <method name="to_pascal_case" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the string converted to [code]PascalCase[/code].
+ </description>
+ </method>
+ <method name="to_snake_case" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the string converted to [code]snake_case[/code].
+ </description>
+ </method>
+ <method name="to_upper" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the string converted to uppercase.
+ </description>
+ </method>
+ <method name="to_utf16_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <description>
+ Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/url] encoded [PackedByteArray].
+ </description>
+ </method>
+ <method name="to_utf32_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <description>
+ Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/url] encoded [PackedByteArray].
+ </description>
+ </method>
+ <method name="to_utf8_buffer" qualifiers="const">
+ <return type="PackedByteArray" />
+ <description>
+ Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] encoded [PackedByteArray]. This method is slightly slower than [method to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer using this method.
+ </description>
+ </method>
+ <method name="trim_prefix" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="prefix" type="String" />
+ <description>
+ Removes the given [param prefix] from the start of the string, or returns the string unchanged.
+ </description>
+ </method>
+ <method name="trim_suffix" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="suffix" type="String" />
+ <description>
+ Removes the given [param suffix] from the end of the string, or returns the string unchanged.
+ </description>
+ </method>
+ <method name="unicode_at" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="at" type="int" />
+ <description>
+ Returns the character code at position [param at].
+ </description>
+ </method>
+ <method name="uri_decode" qualifiers="const">
+ <return type="String" />
+ <description>
+ Decodes the string from its URL-encoded format. This method is meant to properly decode the parameters in a URL when receiving an HTTP request.
+ [codeblocks]
+ [gdscript]
+ var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
+ print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Godot Engine:docs"
+ [/gdscript]
+ [csharp]
+ var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
+ GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Godot Engine:docs"
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="uri_encode" qualifiers="const">
+ <return type="String" />
+ <description>
+ Encodes the string to URL-friendly format. This method is meant to properly encode the parameters in a URL when sending an HTTP request.
+ [codeblocks]
+ [gdscript]
+ var prefix = "$DOCS_URL/?highlight="
+ var url = prefix + "Godot Engine:docs".uri_encode()
+
+ print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
+ [/gdscript]
+ [csharp]
+ var prefix = "$DOCS_URL/?highlight=";
+ var url = prefix + "Godot Engine:docs".URIEncode();
+
+ GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs"
+ [/csharp]
+ [/codeblocks]
+ </description>
+ </method>
+ <method name="validate_node_name" qualifiers="const">
+ <return type="String" />
+ <description>
+ Removes all characters that are not allowed in [member Node.name] from the string ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]).
+ </description>
+ </method>
+ <method name="xml_escape" qualifiers="const">
+ <return type="String" />
+ <param index="0" name="escape_quotes" type="bool" default="false" />
+ <description>
+ Returns a copy of the string with special characters escaped using the XML standard. If [param escape_quotes] is [code]true[/code], the single quote ([code]'[/code]) and double quote ([code]"[/code]) characters are also escaped.
+ </description>
+ </method>
+ <method name="xml_unescape" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns a copy of the string with escaped characters replaced by their meanings according to the XML standard.
</description>
</method>
</methods>
@@ -45,48 +934,74 @@
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if this [StringName] is not equivalent to the given [String].
</description>
</operator>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if the [StringName] and [param right] do not refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons.
+ </description>
+ </operator>
+ <operator name="operator %">
+ <return type="String" />
+ <param index="0" name="right" type="Variant" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator +">
+ <return type="String" />
+ <param index="0" name="right" type="String" />
+ <description>
+ </description>
+ </operator>
+ <operator name="operator +">
+ <return type="String" />
+ <param index="0" name="right" type="StringName" />
+ <description>
</description>
</operator>
<operator name="operator &lt;">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting.
</description>
</operator>
<operator name="operator &lt;=">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="String" />
<description>
+ Returns [code]true[/code] if this [StringName] is equivalent to the given [String].
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if the [StringName] and [param right] refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons.
</description>
</operator>
<operator name="operator &gt;">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if the left [StringName] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting.
</description>
</operator>
<operator name="operator &gt;=">
<return type="bool" />
<param index="0" name="right" type="StringName" />
<description>
+ Returns [code]true[/code] if the left [StringName] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal.
</description>
</operator>
</operators>
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index d9c19a0c86..ff6d4d8821 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -97,6 +97,13 @@
Sets the default value of the specified [enum Side] to [param offset] pixels.
</description>
</method>
+ <method name="set_default_margin_all">
+ <return type="void" />
+ <param index="0" name="offset" type="float" />
+ <description>
+ Sets the default margin to [param offset] pixels for all sides.
+ </description>
+ </method>
<method name="test_mask" qualifiers="const">
<return type="bool" />
<param index="0" name="point" type="Vector2" />
@@ -107,21 +114,21 @@
</method>
</methods>
<members>
- <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_bottom" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom.
If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead.
It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button.
[method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above.
</member>
- <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_left" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The left margin for the contents of this style box. Increasing this value reduces the space available to the contents from the left.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_right" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right.
Refer to [member content_margin_bottom] for extra considerations.
</member>
- <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin">
+ <member name="content_margin_top" type="float" setter="set_default_margin" getter="get_default_margin" default="-1.0">
The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top.
Refer to [member content_margin_bottom] for extra considerations.
</member>
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index c4024fa4b5..d6900f935c 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -9,7 +9,8 @@
- Border width (individual width for each border)
- Rounded corners (individual radius for each corner)
- Shadow (with blur and offset)
- Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system. Example:
+ Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system.
+ [b]Example:[/b]
[codeblock]
height = 30
corner_radius_top_left = 50
@@ -81,16 +82,6 @@
Sets the corner radius to [param radius] pixels for all corners.
</description>
</method>
- <method name="set_corner_radius_individual">
- <return type="void" />
- <param index="0" name="radius_top_left" type="int" />
- <param index="1" name="radius_top_right" type="int" />
- <param index="2" name="radius_bottom_right" type="int" />
- <param index="3" name="radius_bottom_left" type="int" />
- <description>
- Sets the corner radius for each corner to [param radius_top_left], [param radius_top_right], [param radius_bottom_right], and [param radius_bottom_left] pixels.
- </description>
- </method>
<method name="set_expand_margin">
<return type="void" />
<param index="0" name="margin" type="int" enum="Side" />
@@ -106,16 +97,6 @@
Sets the expand margin to [param size] pixels for all margins.
</description>
</method>
- <method name="set_expand_margin_individual">
- <return type="void" />
- <param index="0" name="size_left" type="float" />
- <param index="1" name="size_top" type="float" />
- <param index="2" name="size_right" type="float" />
- <param index="3" name="size_bottom" type="float" />
- <description>
- Sets the expand margin for each margin to [param size_left], [param size_top], [param size_right], and [param size_bottom] pixels.
- </description>
- </method>
</methods>
<members>
<member name="anti_aliasing" type="bool" setter="set_anti_aliased" getter="is_anti_aliased" default="true">
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index 7db70e630d..aeba777b43 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -30,16 +30,6 @@
Sets the expand margin to [param size] pixels for all margins.
</description>
</method>
- <method name="set_expand_margin_individual">
- <return type="void" />
- <param index="0" name="size_left" type="float" />
- <param index="1" name="size_top" type="float" />
- <param index="2" name="size_right" type="float" />
- <param index="3" name="size_bottom" type="float" />
- <description>
- Sets the expand margin for each margin to [param size_left], [param size_top], [param size_right], and [param size_bottom] pixels.
- </description>
- </method>
<method name="set_expand_margin_size">
<return type="void" />
<param index="0" name="margin" type="int" enum="Side" />
@@ -56,6 +46,13 @@
Sets the margin to [param size] pixels for the specified [enum Side].
</description>
</method>
+ <method name="set_margin_size_all">
+ <return type="void" />
+ <param index="0" name="size" type="float" />
+ <description>
+ Sets the margin to [param size] pixels for all sides.
+ </description>
+ </method>
</methods>
<members>
<member name="axis_stretch_horizontal" type="int" setter="set_h_axis_stretch_mode" getter="get_h_axis_stretch_mode" enum="StyleBoxTexture.AxisStretchMode" default="0">
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index ccec691107..9d73e9fb39 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -133,6 +133,7 @@
<description>
Generates normals from vertices so you do not have to do it manually. If [param flip] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays]. For correct display of normal-mapped surfaces, you will also have to generate tangents using [method generate_tangents].
[b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES].
+ [b]Note:[/b] [method generate_normals] takes smooth groups into account. If you don't specify any smooth group for each vertex, [method generate_normals] will smooth normals for you.
</description>
</method>
<method name="generate_tangents">
@@ -274,28 +275,28 @@
</methods>
<constants>
<constant name="CUSTOM_RGBA8_UNORM" value="0" enum="CustomFormat">
- Limits range of data passed to `set_custom` to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM].
+ Limits range of data passed to [method set_custom] to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM].
</constant>
<constant name="CUSTOM_RGBA8_SNORM" value="1" enum="CustomFormat">
- Limits range of data passed to `set_custom` to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM].
+ Limits range of data passed to [method set_custom] to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM].
</constant>
<constant name="CUSTOM_RG_HALF" value="2" enum="CustomFormat">
- Stores data passed to `set_custom` as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF].
+ Stores data passed to [method set_custom] as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF].
</constant>
<constant name="CUSTOM_RGBA_HALF" value="3" enum="CustomFormat">
- Stores data passed to `set_custom` as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF].
+ Stores data passed to [method set_custom] as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF].
</constant>
<constant name="CUSTOM_R_FLOAT" value="4" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT].
</constant>
<constant name="CUSTOM_RG_FLOAT" value="5" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT].
</constant>
<constant name="CUSTOM_RGB_FLOAT" value="6" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT].
</constant>
<constant name="CUSTOM_RGBA_FLOAT" value="7" enum="CustomFormat">
- Stores data passed to `set_custom` as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT].
+ Stores data passed to [method set_custom] as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT].
</constant>
<constant name="CUSTOM_MAX" value="8" enum="CustomFormat">
Used to indicate a disabled custom channel.
diff --git a/doc/classes/SystemFont.xml b/doc/classes/SystemFont.xml
index c235843f3b..20bfd0d8ae 100644
--- a/doc/classes/SystemFont.xml
+++ b/doc/classes/SystemFont.xml
@@ -7,23 +7,32 @@
<description>
[SystemFont] loads a font from a system font with the first matching name from [member font_names].
It will attempt to match font style, but it's not guaranteed.
- The returned font might be part of a font collection or be a variable font with OpenType "weight" and/or "italic" features set.
+ The returned font might be part of a font collection or be a variable font with OpenType "weight", "width" and/or "italic" features set.
You can create [FontVariation] of the system font for fine control over its features.
</description>
<tutorials>
</tutorials>
<members>
+ <member name="allow_system_fallback" type="bool" setter="set_allow_system_fallback" getter="is_allow_system_fallback" default="true">
+ If set to [code]true[/code], system fonts can be automatically used as fallbacks.
+ </member>
<member name="antialiasing" type="int" setter="set_antialiasing" getter="get_antialiasing" enum="TextServer.FontAntialiasing" default="1">
Font anti-aliasing mode.
</member>
<member name="fallbacks" type="Font[]" setter="set_fallbacks" getter="get_fallbacks" default="[]">
Array of fallback [Font]s.
</member>
+ <member name="font_italic" type="bool" setter="set_font_italic" getter="get_font_italic" default="false">
+ If set to [code]true[/code], italic or oblique font is preferred.
+ </member>
<member name="font_names" type="PackedStringArray" setter="set_font_names" getter="get_font_names" default="PackedStringArray()">
Array of font family names to search, first matching font found is used.
</member>
- <member name="font_style" type="int" setter="set_font_style" getter="get_font_style" enum="TextServer.FontStyle" default="0">
- Font style flags, see [enum TextServer.FontStyle].
+ <member name="font_stretch" type="int" setter="set_font_stretch" getter="get_font_stretch" default="100">
+ Preferred font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
+ </member>
+ <member name="font_weight" type="int" setter="set_font_weight" getter="get_font_weight" default="400">
+ Preferred weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
</member>
<member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false">
If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting.
@@ -41,7 +50,7 @@
Font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead.
</member>
<member name="subpixel_positioning" type="int" setter="set_subpixel_positioning" getter="get_subpixel_positioning" enum="TextServer.SubpixelPositioning" default="1">
- Font glyph sub-pixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
+ Font glyph subpixel positioning mode. Subpixel positioning provides shaper text and better kerning for smaller font sizes, at the cost of memory usage and font rasterization speed. Use [constant TextServer.SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size.
</member>
</members>
</class>
diff --git a/doc/classes/TabBar.xml b/doc/classes/TabBar.xml
index 713c016651..8d56cbda13 100644
--- a/doc/classes/TabBar.xml
+++ b/doc/classes/TabBar.xml
@@ -319,6 +319,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the tab text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
The font used to draw tab names.
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 302f9b329b..c744c9b439 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -214,10 +214,11 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the tab text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="side_margin" data_type="constant" type="int" default="8">
The space at the left or right edges of the tab bar, accordingly with the current [member tab_alignment].
- The margin is ignored with [code]ALIGNMENT_RIGHT[/code] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [code]ALIGNMENT_CENTER[/code].
+ The margin is ignored with [constant TabBar.ALIGNMENT_RIGHT] if the tabs are clipped (see [member clip_tabs]) or a popup has been set (see [method set_popup]). The margin is always ignored with [constant TabBar.ALIGNMENT_CENTER].
</theme_item>
<theme_item name="font" data_type="font" type="Font">
The font used to draw tab names.
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index aa7ce85f3a..1efd0f9326 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
TextEdit is meant for editing large, multiline text. It also has facilities for editing code, such as syntax highlighting support and multiple levels of undo/redo.
+ [b]Note:[/b] Most viewport, caret and edit methods contain a [code]caret_index[/code] argument for [member caret_multiple] support. The argument should be one of the following: [code]-1[/code] for all carets, [code]0[/code] for the main caret, or greater than [code]0[/code] for secondary carets.
[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor.
</description>
<tutorials>
@@ -12,18 +13,21 @@
<methods>
<method name="_backspace" qualifiers="virtual">
<return type="void" />
+ <param index="0" name="caret_index" type="int" />
<description>
Override this method to define what happens when the user presses the backspace key.
</description>
</method>
<method name="_copy" qualifiers="virtual">
<return type="void" />
+ <param index="0" name="caret_index" type="int" />
<description>
Override this method to define what happens when the user performs a copy operation.
</description>
</method>
<method name="_cut" qualifiers="virtual">
<return type="void" />
+ <param index="0" name="caret_index" type="int" />
<description>
Override this method to define what happens when the user performs a cut operation.
</description>
@@ -31,23 +35,41 @@
<method name="_handle_unicode_input" qualifiers="virtual">
<return type="void" />
<param index="0" name="unicode_char" type="int" />
+ <param index="1" name="caret_index" type="int" />
<description>
Override this method to define what happens when the user types in the provided key [param unicode_char].
</description>
</method>
<method name="_paste" qualifiers="virtual">
<return type="void" />
+ <param index="0" name="caret_index" type="int" />
<description>
Override this method to define what happens when the user performs a paste operation.
</description>
</method>
<method name="_paste_primary_clipboard" qualifiers="virtual">
<return type="void" />
+ <param index="0" name="caret_index" type="int" />
<description>
Override this method to define what happens when the user performs a paste operation with middle mouse button.
[b]Note:[/b] This method is only implemented on Linux.
</description>
</method>
+ <method name="add_caret">
+ <return type="int" />
+ <param index="0" name="line" type="int" />
+ <param index="1" name="col" type="int" />
+ <description>
+ Adds a new caret at the given location. Returns the index of the new caret, or [code]-1[/code] if the location is invalid.
+ </description>
+ </method>
+ <method name="add_caret_at_carets">
+ <return type="void" />
+ <param index="0" name="below" type="bool" />
+ <description>
+ Adds an additional caret above or below every caret. If [param below] is true the new caret will be added below and above otherwise.
+ </description>
+ </method>
<method name="add_gutter">
<return type="void" />
<param index="0" name="at" type="int" default="-1" />
@@ -55,14 +77,33 @@
Register a new gutter to this [TextEdit]. Use [param at] to have a specific gutter order. A value of [code]-1[/code] appends the gutter to the right.
</description>
</method>
+ <method name="add_selection_for_next_occurrence">
+ <return type="void" />
+ <description>
+ Adds a selection and a caret for the next occurrence of the current selection. If there is no active selection, selects word under caret.
+ </description>
+ </method>
+ <method name="adjust_carets_after_edit">
+ <return type="void" />
+ <param index="0" name="caret" type="int" />
+ <param index="1" name="from_line" type="int" />
+ <param index="2" name="from_col" type="int" />
+ <param index="3" name="to_line" type="int" />
+ <param index="4" name="to_col" type="int" />
+ <description>
+ Reposition the carets affected by the edit. This assumes edits are applied in edit order, see [method get_caret_index_edit_order].
+ </description>
+ </method>
<method name="adjust_viewport_to_caret">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Adjust the viewport so the caret is visible.
</description>
</method>
<method name="backspace">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Called when the user presses the backspace key. Can be overridden with [method _backspace].
</description>
@@ -75,6 +116,7 @@
</method>
<method name="center_viewport_to_caret">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Centers the viewport on the line the editing caret is at. This also resets the [member scroll_horizontal] value to [code]0[/code].
</description>
@@ -93,28 +135,38 @@
</method>
<method name="copy">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Copies the current text selection. Can be overridden with [method _copy].
</description>
</method>
<method name="cut">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Cut's the current selection. Can be overridden with [method _cut].
</description>
</method>
<method name="delete_selection">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Deletes the selected text.
</description>
</method>
<method name="deselect">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Deselects the current selection.
</description>
</method>
+ <method name="end_action">
+ <return type="void" />
+ <description>
+ Marks the end of steps in the current action started with [method start_action].
+ </description>
+ </method>
<method name="end_complex_operation">
<return type="void" />
<description>
@@ -123,24 +175,40 @@
</method>
<method name="get_caret_column" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the column the editing caret is at.
</description>
</method>
+ <method name="get_caret_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ Returns the number of carets in this [TextEdit].
+ </description>
+ </method>
<method name="get_caret_draw_pos" qualifiers="const">
<return type="Vector2" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the caret pixel draw position.
</description>
</method>
+ <method name="get_caret_index_edit_order">
+ <return type="PackedInt32Array" />
+ <description>
+ Returns a list of caret indexes in their edit order, this done from bottom to top. Edit order refers to the way actions such as [method insert_text_at_caret] are applied.
+ </description>
+ </method>
<method name="get_caret_line" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the line the editing caret is on.
</description>
</method>
<method name="get_caret_wrap_index" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the wrap index the editing caret is on.
</description>
@@ -185,6 +253,12 @@
Returns the width of the gutter at the given index.
</description>
</method>
+ <method name="get_h_scroll_bar" qualifiers="const">
+ <return type="HScrollBar" />
+ <description>
+ Returns the [HScrollBar] used by [TextEdit].
+ </description>
+ </method>
<method name="get_indent_level" qualifiers="const">
<return type="int" />
<param index="0" name="line" type="int" />
@@ -381,32 +455,37 @@
Returns the scroll position for [param wrap_index] of [param line].
</description>
</method>
- <method name="get_selected_text" qualifiers="const">
+ <method name="get_selected_text">
<return type="String" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Returns the text inside the selection.
</description>
</method>
<method name="get_selection_column" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the original start column of the selection.
</description>
</method>
<method name="get_selection_from_column" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the selection begin column.
</description>
</method>
<method name="get_selection_from_line" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the selection begin line.
</description>
</method>
<method name="get_selection_line" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the original start line of the selection.
</description>
@@ -419,12 +498,14 @@
</method>
<method name="get_selection_to_column" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the selection end column.
</description>
</method>
<method name="get_selection_to_line" qualifiers="const">
<return type="int" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns the selection end line.
</description>
@@ -447,6 +528,12 @@
Returns the number of lines that may be drawn.
</description>
</method>
+ <method name="get_v_scroll_bar" qualifiers="const">
+ <return type="VScrollBar" />
+ <description>
+ Returns the [VScrollBar] of the [TextEdit].
+ </description>
+ </method>
<method name="get_version" qualifiers="const">
<return type="int" />
<description>
@@ -476,6 +563,7 @@
</method>
<method name="get_word_under_caret" qualifiers="const">
<return type="String" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Returns a [String] text with the word under the caret's location.
</description>
@@ -494,6 +582,7 @@
</method>
<method name="has_selection" qualifiers="const">
<return type="bool" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Returns [code]true[/code] if the user has selected text.
</description>
@@ -515,12 +604,14 @@
<method name="insert_text_at_caret">
<return type="void" />
<param index="0" name="text" type="String" />
+ <param index="1" name="caret_index" type="int" default="-1" />
<description>
Insert the specified text at the caret position.
</description>
</method>
<method name="is_caret_visible" qualifiers="const">
<return type="bool" />
+ <param index="0" name="caret_index" type="int" default="0" />
<description>
Returns [code]true[/code] if the caret is visible on the screen.
</description>
@@ -576,6 +667,7 @@
<method name="is_mouse_over_selection" qualifiers="const">
<return type="bool" />
<param index="0" name="edges" type="bool" />
+ <param index="1" name="caret_index" type="int" default="-1" />
<description>
Returns whether the mouse is over selection. If [param edges] is [code]true[/code], the edges are considered part of the selection.
</description>
@@ -601,18 +693,41 @@
Merge the gutters from [param from_line] into [param to_line]. Only overwritable gutters will be copied.
</description>
</method>
+ <method name="merge_overlapping_carets">
+ <return type="void" />
+ <description>
+ Merges any overlapping carets. Will favour the newest caret, or the caret with a selection.
+ [b]Note:[/b] This is not called when a caret changes position but after certain actions, so it is possible to get into a state where carets overlap.
+ </description>
+ </method>
<method name="paste">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Paste at the current location. Can be overridden with [method _paste].
</description>
</method>
+ <method name="paste_primary_clipboard">
+ <return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
+ <description>
+ Pastes the primary clipboard.
+ </description>
+ </method>
<method name="redo">
<return type="void" />
<description>
Perform redo operation.
</description>
</method>
+ <method name="remove_caret">
+ <return type="void" />
+ <param index="0" name="caret" type="int" />
+ <description>
+ Removes the given caret index.
+ [b]Note:[/b] This can result in adjustment of all other caret indices.
+ </description>
+ </method>
<method name="remove_gutter">
<return type="void" />
<param index="0" name="gutter" type="int" />
@@ -620,6 +735,12 @@
Removes the gutter from this [TextEdit].
</description>
</method>
+ <method name="remove_secondary_carets">
+ <return type="void" />
+ <description>
+ Removes all additional carets.
+ </description>
+ </method>
<method name="remove_text">
<return type="void" />
<param index="0" name="from_line" type="int" />
@@ -666,6 +787,7 @@
<param index="1" name="from_column" type="int" />
<param index="2" name="to_line" type="int" />
<param index="3" name="to_column" type="int" />
+ <param index="4" name="caret_index" type="int" default="0" />
<description>
Perform selection, from line/column to line/column.
If [member selecting_enabled] is [code]false[/code], no selection will occur.
@@ -680,6 +802,7 @@
</method>
<method name="select_word_under_caret">
<return type="void" />
+ <param index="0" name="caret_index" type="int" default="-1" />
<description>
Selects the word under the caret.
</description>
@@ -688,9 +811,11 @@
<return type="void" />
<param index="0" name="column" type="int" />
<param index="1" name="adjust_viewport" type="bool" default="true" />
+ <param index="2" name="caret_index" type="int" default="0" />
<description>
Moves the caret to the specified [param column] index.
If [param adjust_viewport] is [code]true[/code], the viewport will center at the caret position after the move occurs.
+ [b]Note:[/b] If supporting multiple carets this will not check for any overlap. See [method merge_overlapping_carets].
</description>
</method>
<method name="set_caret_line">
@@ -699,10 +824,12 @@
<param index="1" name="adjust_viewport" type="bool" default="true" />
<param index="2" name="can_be_hidden" type="bool" default="true" />
<param index="3" name="wrap_index" type="int" default="0" />
+ <param index="4" name="caret_index" type="int" default="0" />
<description>
Moves the caret to the specified [param line] index.
If [param adjust_viewport] is [code]true[/code], the viewport will center at the caret position after the move occurs.
If [param can_be_hidden] is [code]true[/code], the specified [code]line[/code] can be hidden.
+ [b]Note:[/b] If supporting multiple carets this will not check for any overlap. See [method merge_overlapping_carets].
</description>
</method>
<method name="set_gutter_clickable">
@@ -872,6 +999,7 @@
<param index="0" name="mode" type="int" enum="TextEdit.SelectionMode" />
<param index="1" name="line" type="int" default="-1" />
<param index="2" name="column" type="int" default="-1" />
+ <param index="3" name="caret_index" type="int" default="0" />
<description>
Sets the current selection mode.
</description>
@@ -890,6 +1018,14 @@
Provide custom tooltip text. The callback method must take the following args: [code]hovered_word: String[/code]
</description>
</method>
+ <method name="start_action">
+ <return type="void" />
+ <param index="0" name="action" type="int" enum="TextEdit.EditAction" />
+ <description>
+ Starts an action, will end the current action if [code]action[/code] is different.
+ An action will also end after a call to [method end_action], after [member ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new undoable step outside the [method start_action] and [method end_action] calls.
+ </description>
+ </method>
<method name="swap_lines">
<return type="void" />
<param index="0" name="from_line" type="int" />
@@ -915,7 +1051,7 @@
<member name="caret_blink" type="bool" setter="set_caret_blink_enabled" getter="is_caret_blink_enabled" default="false">
Sets if the caret should blink.
</member>
- <member name="caret_blink_speed" type="float" setter="set_caret_blink_speed" getter="get_caret_blink_speed" default="0.65">
+ <member name="caret_blink_interval" type="float" setter="set_caret_blink_interval" getter="get_caret_blink_interval" default="0.65">
Duration (in seconds) of a caret's blinking cycle.
</member>
<member name="caret_mid_grapheme" type="bool" setter="set_caret_mid_grapheme_enabled" getter="is_caret_mid_grapheme_enabled" default="true">
@@ -926,6 +1062,9 @@
If [code]true[/code], a right-click moves the caret at the mouse position before displaying the context menu.
If [code]false[/code], the context menu disregards mouse location.
</member>
+ <member name="caret_multiple" type="bool" setter="set_multiple_carets_enabled" getter="is_multiple_carets_enabled" default="true">
+ Sets if multiple carets are allowed.
+ </member>
<member name="caret_type" type="int" setter="set_caret_type" getter="get_caret_type" enum="TextEdit.CaretType" default="0">
Set the type of caret to draw.
</member>
@@ -971,9 +1110,6 @@
The width, in pixels, of the minimap.
</member>
<member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" overrides="Control" enum="Control.CursorShape" default="1" />
- <member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false">
- If [code]true[/code], custom [code]font_selected_color[/code] will be used for selected text.
- </member>
<member name="placeholder_text" type="String" setter="set_placeholder" getter="get_placeholder" default="&quot;&quot;">
Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s default value (see [member text]).
</member>
@@ -1154,6 +1290,18 @@
<constant name="MENU_MAX" value="28" enum="MenuItems">
Represents the size of the [enum MenuItems] enum.
</constant>
+ <constant name="ACTION_NONE" value="0" enum="EditAction">
+ No current action.
+ </constant>
+ <constant name="ACTION_TYPING" value="1" enum="EditAction">
+ A typing action.
+ </constant>
+ <constant name="ACTION_BACKSPACE" value="2" enum="EditAction">
+ A backwards delete action.
+ </constant>
+ <constant name="ACTION_DELETE" value="3" enum="EditAction">
+ A forward delete action.
+ </constant>
<constant name="SEARCH_MATCH_CASE" value="1" enum="SearchFlags">
Match case when searching.
</constant>
@@ -1225,8 +1373,8 @@
<theme_item name="font_readonly_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 0.5)">
Sets the font [Color] when [member editable] is disabled.
</theme_item>
- <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)">
- Sets the [Color] of the selected text. [member override_selected_font_color] has to be enabled.
+ <theme_item name="font_selected_color" data_type="color" type="Color" default="Color(0, 0, 0, 0)">
+ Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/code], it will be ignored.
</theme_item>
<theme_item name="search_result_border_color" data_type="color" type="Color" default="Color(0.3, 0.3, 0.3, 0.4)">
[Color] of the border around text that matches the search query.
@@ -1248,6 +1396,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="font" data_type="font" type="Font">
Sets the default [Font].
diff --git a/doc/classes/TextLine.xml b/doc/classes/TextLine.xml
index 471c1a9040..1ebae9889d 100644
--- a/doc/classes/TextLine.xml
+++ b/doc/classes/TextLine.xml
@@ -15,6 +15,7 @@
<param index="1" name="size" type="Vector2" />
<param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" />
<param index="3" name="length" type="int" default="1" />
+ <param index="4" name="baseline" type="float" default="0.0" />
<description>
Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters.
</description>
@@ -122,6 +123,7 @@
<param index="0" name="key" type="Variant" />
<param index="1" name="size" type="Vector2" />
<param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" />
+ <param index="3" name="baseline" type="float" default="0.0" />
<description>
Sets new size and alignment of embedded object.
</description>
@@ -144,6 +146,7 @@
</methods>
<members>
<member name="alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="0">
+ Sets text alignment within the line as if the line was horizontal.
</member>
<member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0">
Text writing direction.
diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml
index e0729ba844..38afd9b5f8 100644
--- a/doc/classes/TextParagraph.xml
+++ b/doc/classes/TextParagraph.xml
@@ -15,6 +15,7 @@
<param index="1" name="size" type="Vector2" />
<param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" />
<param index="3" name="length" type="int" default="1" />
+ <param index="4" name="baseline" type="float" default="0.0" />
<description>
Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters.
</description>
@@ -228,6 +229,7 @@
<param index="0" name="key" type="Variant" />
<param index="1" name="size" type="Vector2" />
<param index="2" name="inline_align" type="int" enum="InlineAlignment" default="5" />
+ <param index="3" name="baseline" type="float" default="0.0" />
<description>
Sets new size and alignment of embedded object.
</description>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 0db16b491d..d2c6dee373 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -235,7 +235,7 @@
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Returns resource id of the cache texture containing the glyph.
+ Returns resource ID of the cache texture containing the glyph.
[b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update.
</description>
</method>
@@ -362,6 +362,13 @@
Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
+ <method name="font_get_stretch" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="font_rid" type="RID" />
+ <description>
+ Returns font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
+ </description>
+ </method>
<method name="font_get_style" qualifiers="const">
<return type="int" enum="TextServer.FontStyle" />
<param index="0" name="font_rid" type="RID" />
@@ -380,7 +387,7 @@
<return type="int" enum="TextServer.SubpixelPositioning" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font sub-pixel glyph positioning mode.
+ Returns font subpixel glyph positioning mode.
</description>
</method>
<method name="font_get_supported_chars" qualifiers="const">
@@ -413,7 +420,7 @@
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<description>
- Returns array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
+ Returns array containing glyph packing data.
</description>
</method>
<method name="font_get_transform" qualifiers="const">
@@ -446,6 +453,13 @@
Returns variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
</description>
</method>
+ <method name="font_get_weight" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="font_rid" type="RID" />
+ <description>
+ Returns weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
+ </description>
+ </method>
<method name="font_has_char" qualifiers="const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
@@ -454,6 +468,13 @@
Returns [code]true[/code] if a Unicode [param char] is available in the font.
</description>
</method>
+ <method name="font_is_allow_system_fallback" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="font_rid" type="RID" />
+ <description>
+ Returns [code]true[/code] if system fonts can be automatically used as fallbacks.
+ </description>
+ </method>
<method name="font_is_force_autohinter" qualifiers="const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
@@ -556,6 +577,14 @@
Renders the range of characters to the font cache texture.
</description>
</method>
+ <method name="font_set_allow_system_fallback">
+ <return type="void" />
+ <param index="0" name="font_rid" type="RID" />
+ <param index="1" name="allow_system_fallback" type="bool" />
+ <description>
+ If set to [code]true[/code], system fonts can be automatically used as fallbacks.
+ </description>
+ </method>
<method name="font_set_antialiasing">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
@@ -783,12 +812,22 @@
Adds override for [method font_is_script_supported].
</description>
</method>
+ <method name="font_set_stretch">
+ <return type="void" />
+ <param index="0" name="font_rid" type="RID" />
+ <param index="1" name="weight" type="int" />
+ <description>
+ Sets font stretch amount, compared to a normal width. A percentage value between [code]50%[/code] and [code]200%[/code].
+ [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], or [method font_set_transform] instead.
+ </description>
+ </method>
<method name="font_set_style">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="style" type="int" enum="TextServer.FontStyle" />
<description>
Sets the font style flags, see [enum FontStyle].
+ [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], [method font_set_embolden], or [method font_set_transform] instead.
</description>
</method>
<method name="font_set_style_name">
@@ -804,7 +843,7 @@
<param index="0" name="font_rid" type="RID" />
<param index="1" name="subpixel_positioning" type="int" enum="TextServer.SubpixelPositioning" />
<description>
- Sets font sub-pixel glyph positioning mode.
+ Sets font subpixel glyph positioning mode.
</description>
</method>
<method name="font_set_texture_image">
@@ -824,7 +863,7 @@
<param index="2" name="texture_index" type="int" />
<param index="3" name="offset" type="PackedInt32Array" />
<description>
- Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
+ Sets array containing glyph packing data.
</description>
</method>
<method name="font_set_transform">
@@ -862,6 +901,15 @@
Sets variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
</description>
</method>
+ <method name="font_set_weight">
+ <return type="void" />
+ <param index="0" name="font_rid" type="RID" />
+ <param index="1" name="weight" type="int" />
+ <description>
+ Sets weight (boldness) of the font. A value in the [code]100...999[/code] range, normal font weight is [code]400[/code], bold font weight is [code]700[/code].
+ [b]Note:[/b] This value is used for font matching only and will not affect font rendering. Use [method font_set_face_index], [method font_set_variation_coordinates], or [method font_set_embolden] instead.
+ </description>
+ </method>
<method name="font_supported_feature_list" qualifiers="const">
<return type="Dictionary" />
<param index="0" name="font_rid" type="RID" />
@@ -882,6 +930,7 @@
<param index="1" name="language" type="String" default="&quot;&quot;" />
<description>
Converts a number from the Western Arabic (0..9) to the numeral systems used in [param language].
+ If [param language] is omitted, the active locale will be used.
</description>
</method>
<method name="free_rid">
@@ -1049,6 +1098,7 @@
<param index="2" name="size" type="Vector2" />
<param index="3" name="inline_align" type="int" enum="InlineAlignment" default="5" />
<param index="4" name="length" type="int" default="1" />
+ <param index="5" name="baseline" type="float" default="0.0" />
<description>
Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters.
</description>
@@ -1390,6 +1440,7 @@
<param index="1" name="key" type="Variant" />
<param index="2" name="size" type="Vector2" />
<param index="3" name="inline_align" type="int" enum="InlineAlignment" default="5" />
+ <param index="4" name="baseline" type="float" default="0.0" />
<description>
Sets new size and alignment of embedded object.
</description>
@@ -1416,7 +1467,7 @@
<param index="0" name="shaped" type="RID" />
<param index="1" name="direction" type="int" enum="TextServer.Direction" default="0" />
<description>
- Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale.
+ Sets desired text direction. If set to [constant DIRECTION_AUTO], direction will be detected based on the buffer contents and current locale.
[b]Note:[/b] Direction is ignored if server does not support [constant FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).
</description>
</method>
@@ -1498,8 +1549,15 @@
<return type="PackedInt32Array" />
<param index="0" name="string" type="String" />
<param index="1" name="language" type="String" default="&quot;&quot;" />
+ <param index="2" name="chars_per_line" type="int" default="0" />
<description>
- Returns array of the word break character offsets.
+ Returns an array of the word break boundaries. Elements in the returned array are the offsets of the start and end of words. Therefore the length of the array is always even.
+ When [param chars_per_line] is greater than zero, line break boundaries are returned instead.
+ [codeblock]
+ var ts = TextServerManager.get_primary_interface()
+ print(ts.string_get_word_breaks("Godot Engine")) # Prints [0, 5, 6, 12]
+ print(ts.string_get_word_breaks("Godot Engine", "en", 5)) # Prints [0, 5, 6, 11, 11, 12]
+ [/codeblock]
</description>
</method>
<method name="string_to_lower" qualifiers="const">
@@ -1547,23 +1605,25 @@
</constant>
<constant name="FONT_ANTIALIASING_LCD" value="2" enum="FontAntialiasing">
Font glyphs are rasterized for LCD screens.
- LCD sub-pixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings.
- LCD sub-pixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.
+ LCD subpixel layout is determined by the value of [code]gui/theme/lcd_subpixel_layout[/code] project settings.
+ LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, unscaled text in 2D.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_NONE" value="0" enum="FontLCDSubpixelLayout">
- Unknown or unsupported sub-pixel layout, LCD sub-pixel anti-aliasing is disabled.
+ Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_HRGB" value="1" enum="FontLCDSubpixelLayout">
- Horizontal RGB sub-pixel layout.
+ Horizontal RGB subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_HBGR" value="2" enum="FontLCDSubpixelLayout">
- Horizontal BGR sub-pixel layout.
+ Horizontal BGR subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_VRGB" value="3" enum="FontLCDSubpixelLayout">
- Vertical RGB sub-pixel layout.
+ Vertical RGB subpixel layout.
</constant>
<constant name="FONT_LCD_SUBPIXEL_LAYOUT_VBGR" value="4" enum="FontLCDSubpixelLayout">
- Vertical BGR sub-pixel layout.
+ Vertical BGR subpixel layout.
+ </constant>
+ <constant name="FONT_LCD_SUBPIXEL_LAYOUT_MAX" value="5" enum="FontLCDSubpixelLayout">
</constant>
<constant name="DIRECTION_AUTO" value="0" enum="Direction">
Text direction is determined based on contents and current locale.
@@ -1720,6 +1780,7 @@
</constant>
<constant name="HINTING_NORMAL" value="2" enum="Hinting">
Use the default font hinting mode (crisper but less smooth).
+ [b]Note:[/b] This hinting mode changes both horizontal and vertical glyph metrics. If applied to monospace font, some glyphs might have different width.
</constant>
<constant name="SUBPIXEL_POSITIONING_DISABLED" value="0" enum="SubpixelPositioning">
Glyph horizontal position is rounded to the whole pixel size, each glyph is rasterized once.
@@ -1820,7 +1881,7 @@
Font have fixed-width characters.
</constant>
<constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser">
- Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description.
+ Use default behavior. Same as [constant STRUCTURED_TEXT_NONE] unless specified otherwise in the control description.
</constant>
<constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser">
BiDi override for URI.
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index 4886bf0757..e144b09eb6 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -9,21 +9,24 @@
<tutorials>
</tutorials>
<methods>
- <method name="create_font" qualifiers="virtual">
+ <method name="_cleanup" qualifiers="virtual">
+ <return type="void" />
+ <description>
+ </description>
+ </method>
+ <method name="_create_font" qualifiers="virtual">
<return type="RID" />
<description>
- Creates new, empty font cache entry resource. To free the resulting resourec, use [method free_rid] method.
</description>
</method>
- <method name="create_shaped_text" qualifiers="virtual">
+ <method name="_create_shaped_text" qualifiers="virtual">
<return type="RID" />
<param index="0" name="direction" type="int" enum="TextServer.Direction" />
<param index="1" name="orientation" type="int" enum="TextServer.Orientation" />
<description>
- Creates new buffer for complex text layout, with the given [param direction] and [param orientation]. To free the resulting buffer, use [method free_rid] method.
</description>
</method>
- <method name="draw_hex_code_box" qualifiers="virtual const">
+ <method name="_draw_hex_code_box" qualifiers="virtual const">
<return type="void" />
<param index="0" name="canvas" type="RID" />
<param index="1" name="size" type="int" />
@@ -31,42 +34,36 @@
<param index="3" name="index" type="int" />
<param index="4" name="color" type="Color" />
<description>
- Draws box displaying character hexadecimal code. Used for replacing missing characters.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="font_clear_glyphs" qualifiers="virtual">
+ <method name="_font_clear_glyphs" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<description>
- Removes all rendered glyphs information from the cache entry.
</description>
</method>
- <method name="font_clear_kerning_map" qualifiers="virtual">
+ <method name="_font_clear_kerning_map" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<description>
- Removes all kerning overrides.
</description>
</method>
- <method name="font_clear_size_cache" qualifiers="virtual">
+ <method name="_font_clear_size_cache" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<description>
- Removes all font sizes from the cache entry.
</description>
</method>
- <method name="font_clear_textures" qualifiers="virtual">
+ <method name="_font_clear_textures" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<description>
- Removes all textures from font cache entry.
</description>
</method>
- <method name="font_draw_glyph" qualifiers="virtual const">
+ <method name="_font_draw_glyph" qualifiers="virtual const">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="canvas" type="RID" />
@@ -75,10 +72,9 @@
<param index="4" name="index" type="int" />
<param index="5" name="color" type="Color" />
<description>
- Draws single glyph into a canvas item at the position, using [param font_rid] at the size [param size].
</description>
</method>
- <method name="font_draw_glyph_outline" qualifiers="virtual const">
+ <method name="_font_draw_glyph_outline" qualifiers="virtual const">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="canvas" type="RID" />
@@ -88,897 +84,818 @@
<param index="5" name="index" type="int" />
<param index="6" name="color" type="Color" />
<description>
- Draws single glyph outline of size [param outline_size] into a canvas item at the position, using [param font_rid] at the size [param size].
</description>
</method>
- <method name="font_get_antialiasing" qualifiers="virtual const">
+ <method name="_font_get_antialiasing" qualifiers="virtual const">
<return type="int" enum="TextServer.FontAntialiasing" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font anti-aliasing mode.
</description>
</method>
- <method name="font_get_ascent" qualifiers="virtual const">
+ <method name="_font_get_ascent" qualifiers="virtual const">
<return type="float" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<description>
- Returns the font ascent (number of pixels above the baseline).
</description>
</method>
- <method name="font_get_descent" qualifiers="virtual const">
+ <method name="_font_get_descent" qualifiers="virtual const">
<return type="float" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<description>
- Returns the font descent (number of pixels below the baseline).
</description>
</method>
- <method name="font_get_embolden" qualifiers="virtual const">
+ <method name="_font_get_embolden" qualifiers="virtual const">
<return type="float" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font embolden strength.
</description>
</method>
- <method name="font_get_face_count" qualifiers="virtual const">
+ <method name="_font_get_face_count" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns number of faces in the TrueType / OpenType collection.
</description>
</method>
- <method name="font_get_face_index" qualifiers="virtual const">
+ <method name="_font_get_face_index" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns an active face index in the TrueType / OpenType collection.
</description>
</method>
- <method name="font_get_fixed_size" qualifiers="virtual const">
+ <method name="_font_get_fixed_size" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns bitmap font fixed size.
</description>
</method>
- <method name="font_get_generate_mipmaps" qualifiers="virtual const">
+ <method name="_font_get_generate_mipmaps" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns [code]true[/code] if font texture mipmap generation is enabled.
</description>
</method>
- <method name="font_get_global_oversampling" qualifiers="virtual const">
+ <method name="_font_get_global_oversampling" qualifiers="virtual const">
<return type="float" />
<description>
- Returns the font oversampling factor, shared by all fonts in the TextServer.
</description>
</method>
- <method name="font_get_glyph_advance" qualifiers="virtual const">
+ <method name="_font_get_glyph_advance" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="glyph" type="int" />
<description>
- Returns glyph advance (offset of the next glyph).
</description>
</method>
- <method name="font_get_glyph_contours" qualifiers="virtual const">
+ <method name="_font_get_glyph_contours" qualifiers="virtual const">
<return type="Dictionary" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="index" type="int" />
<description>
- Returns outline contours of the glyph as a [code]Dictionary[/code] with the following contents:
- [code]points[/code] - [PackedVector3Array], containing outline points. [code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is the type of the point, using the [enum TextServer.ContourPointTag] values.
- [code]contours[/code] - [PackedInt32Array], containing indices the end points of each contour.
- [code]orientation[/code] - [bool], contour orientation. If [code]true[/code], clockwise contours must be filled.
</description>
</method>
- <method name="font_get_glyph_index" qualifiers="virtual const">
+ <method name="_font_get_glyph_index" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="char" type="int" />
<param index="3" name="variation_selector" type="int" />
<description>
- Returns the glyph index of a [param char], optionally modified by the [param variation_selector].
</description>
</method>
- <method name="font_get_glyph_list" qualifiers="virtual const">
+ <method name="_font_get_glyph_list" qualifiers="virtual const">
<return type="PackedInt32Array" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<description>
- Returns list of rendered glyphs in the cache entry.
</description>
</method>
- <method name="font_get_glyph_offset" qualifiers="virtual const">
+ <method name="_font_get_glyph_offset" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Returns glyph offset from the baseline.
</description>
</method>
- <method name="font_get_glyph_size" qualifiers="virtual const">
+ <method name="_font_get_glyph_size" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Returns size of the glyph.
</description>
</method>
- <method name="font_get_glyph_texture_idx" qualifiers="virtual const">
+ <method name="_font_get_glyph_texture_idx" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Returns index of the cache texture containing the glyph.
</description>
</method>
- <method name="font_get_glyph_texture_rid" qualifiers="virtual const">
+ <method name="_font_get_glyph_texture_rid" qualifiers="virtual const">
<return type="RID" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Returns resource id of the cache texture containing the glyph.
</description>
</method>
- <method name="font_get_glyph_texture_size" qualifiers="virtual const">
+ <method name="_font_get_glyph_texture_size" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Returns size of the cache texture containing the glyph.
</description>
</method>
- <method name="font_get_glyph_uv_rect" qualifiers="virtual const">
+ <method name="_font_get_glyph_uv_rect" qualifiers="virtual const">
<return type="Rect2" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Returns rectangle in the cache texture containing the glyph.
</description>
</method>
- <method name="font_get_hinting" qualifiers="virtual const">
+ <method name="_font_get_hinting" qualifiers="virtual const">
<return type="int" enum="TextServer.Hinting" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns the font hinting mode. Used by dynamic fonts only.
</description>
</method>
- <method name="font_get_kerning" qualifiers="virtual const">
+ <method name="_font_get_kerning" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="glyph_pair" type="Vector2i" />
<description>
- Returns kerning for the pair of glyphs.
</description>
</method>
- <method name="font_get_kerning_list" qualifiers="virtual const">
+ <method name="_font_get_kerning_list" qualifiers="virtual const">
<return type="Vector2i[]" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<description>
- Returns list of the kerning overrides.
</description>
</method>
- <method name="font_get_language_support_override" qualifiers="virtual">
+ <method name="_font_get_language_support_override" qualifiers="virtual">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="language" type="String" />
<description>
- Returns [code]true[/code] if support override is enabled for the [param language].
</description>
</method>
- <method name="font_get_language_support_overrides" qualifiers="virtual">
+ <method name="_font_get_language_support_overrides" qualifiers="virtual">
<return type="PackedStringArray" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns list of language support overrides.
</description>
</method>
- <method name="font_get_msdf_pixel_range" qualifiers="virtual const">
+ <method name="_font_get_msdf_pixel_range" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns the width of the range around the shape between the minimum and maximum representable signed distance.
</description>
</method>
- <method name="font_get_msdf_size" qualifiers="virtual const">
+ <method name="_font_get_msdf_size" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns source font size used to generate MSDF textures.
</description>
</method>
- <method name="font_get_name" qualifiers="virtual const">
+ <method name="_font_get_name" qualifiers="virtual const">
<return type="String" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font family name.
</description>
</method>
- <method name="font_get_opentype_feature_overrides" qualifiers="virtual const">
+ <method name="_font_get_opentype_feature_overrides" qualifiers="virtual const">
<return type="Dictionary" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font OpenType feature set override.
</description>
</method>
- <method name="font_get_oversampling" qualifiers="virtual const">
+ <method name="_font_get_oversampling" qualifiers="virtual const">
<return type="float" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
</description>
</method>
- <method name="font_get_scale" qualifiers="virtual const">
+ <method name="_font_get_scale" qualifiers="virtual const">
<return type="float" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<description>
- Returns scaling factor of the color bitmap font.
</description>
</method>
- <method name="font_get_script_support_override" qualifiers="virtual">
+ <method name="_font_get_script_support_override" qualifiers="virtual">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="script" type="String" />
<description>
- Returns [code]true[/code] if support override is enabled for the [param script].
</description>
</method>
- <method name="font_get_script_support_overrides" qualifiers="virtual">
+ <method name="_font_get_script_support_overrides" qualifiers="virtual">
<return type="PackedStringArray" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns list of script support overrides.
</description>
</method>
- <method name="font_get_size_cache_list" qualifiers="virtual const">
+ <method name="_font_get_size_cache_list" qualifiers="virtual const">
<return type="Vector2i[]" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns list of the font sizes in the cache. Each size is [code]Vector2i[/code] with font size and outline size.
</description>
</method>
- <method name="font_get_style" qualifiers="virtual const">
+ <method name="_font_get_stretch" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="font_rid" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_font_get_style" qualifiers="virtual const">
<return type="int" enum="TextServer.FontStyle" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font style flags, see [enum TextServer.FontStyle].
</description>
</method>
- <method name="font_get_style_name" qualifiers="virtual const">
+ <method name="_font_get_style_name" qualifiers="virtual const">
<return type="String" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font style name.
</description>
</method>
- <method name="font_get_subpixel_positioning" qualifiers="virtual const">
+ <method name="_font_get_subpixel_positioning" qualifiers="virtual const">
<return type="int" enum="TextServer.SubpixelPositioning" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns font sub-pixel glyph positioning mode.
</description>
</method>
- <method name="font_get_supported_chars" qualifiers="virtual const">
+ <method name="_font_get_supported_chars" qualifiers="virtual const">
<return type="String" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns a string containing all the characters available in the font.
</description>
</method>
- <method name="font_get_texture_count" qualifiers="virtual const">
+ <method name="_font_get_texture_count" qualifiers="virtual const">
<return type="int" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<description>
- Returns number of textures used by font cache entry.
</description>
</method>
- <method name="font_get_texture_image" qualifiers="virtual const">
+ <method name="_font_get_texture_image" qualifiers="virtual const">
<return type="Image" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<description>
- Returns font cache texture image data.
</description>
</method>
- <method name="font_get_texture_offsets" qualifiers="virtual const">
+ <method name="_font_get_texture_offsets" qualifiers="virtual const">
<return type="PackedInt32Array" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<description>
- Returns array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
</description>
</method>
- <method name="font_get_transform" qualifiers="virtual const">
+ <method name="_font_get_transform" qualifiers="virtual const">
<return type="Transform2D" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns 2D transform applied to the font outlines.
</description>
</method>
- <method name="font_get_underline_position" qualifiers="virtual const">
+ <method name="_font_get_underline_position" qualifiers="virtual const">
<return type="float" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<description>
- Returns pixel offset of the underline below the baseline.
</description>
</method>
- <method name="font_get_underline_thickness" qualifiers="virtual const">
+ <method name="_font_get_underline_thickness" qualifiers="virtual const">
<return type="float" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<description>
- Returns thickness of the underline in pixels.
</description>
</method>
- <method name="font_get_variation_coordinates" qualifiers="virtual const">
+ <method name="_font_get_variation_coordinates" qualifiers="virtual const">
<return type="Dictionary" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
</description>
</method>
- <method name="font_has_char" qualifiers="virtual const">
+ <method name="_font_get_weight" qualifiers="virtual const">
+ <return type="int" />
+ <param index="0" name="font_rid" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_font_has_char" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="char" type="int" />
<description>
- Returns [code]true[/code] if a Unicode [param char] is available in the font.
</description>
</method>
- <method name="font_is_force_autohinter" qualifiers="virtual const">
+ <method name="_font_is_allow_system_fallback" qualifiers="virtual const">
+ <return type="bool" />
+ <param index="0" name="font_rid" type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="_font_is_force_autohinter" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns [code]true[/code] if auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only.
</description>
</method>
- <method name="font_is_language_supported" qualifiers="virtual const">
+ <method name="_font_is_language_supported" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="language" type="String" />
<description>
- Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code).
</description>
</method>
- <method name="font_is_multichannel_signed_distance_field" qualifiers="virtual const">
+ <method name="_font_is_multichannel_signed_distance_field" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns [code]true[/code] if glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data.
</description>
</method>
- <method name="font_is_script_supported" qualifiers="virtual const">
+ <method name="_font_is_script_supported" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="script" type="String" />
<description>
- Returns [code]true[/code], if font supports given script (ISO 15924 code).
</description>
</method>
- <method name="font_remove_glyph" qualifiers="virtual">
+ <method name="_font_remove_glyph" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<description>
- Removes specified rendered glyph information from the cache entry.
</description>
</method>
- <method name="font_remove_kerning" qualifiers="virtual">
+ <method name="_font_remove_kerning" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="glyph_pair" type="Vector2i" />
<description>
- Removes kerning override for the pair of glyphs.
</description>
</method>
- <method name="font_remove_language_support_override" qualifiers="virtual">
+ <method name="_font_remove_language_support_override" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="language" type="String" />
<description>
- Remove language support override.
</description>
</method>
- <method name="font_remove_script_support_override" qualifiers="virtual">
+ <method name="_font_remove_script_support_override" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="script" type="String" />
<description>
- Removes script support override.
</description>
</method>
- <method name="font_remove_size_cache" qualifiers="virtual">
+ <method name="_font_remove_size_cache" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<description>
- Removes specified font size from the cache entry.
</description>
</method>
- <method name="font_remove_texture" qualifiers="virtual">
+ <method name="_font_remove_texture" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<description>
- Removes specified texture from the cache entry.
</description>
</method>
- <method name="font_render_glyph" qualifiers="virtual">
+ <method name="_font_render_glyph" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="index" type="int" />
<description>
- Renders specified glyph to the font cache texture.
</description>
</method>
- <method name="font_render_range" qualifiers="virtual">
+ <method name="_font_render_range" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="start" type="int" />
<param index="3" name="end" type="int" />
<description>
- Renders the range of characters to the font cache texture.
</description>
</method>
- <method name="font_set_antialiasing" qualifiers="virtual">
+ <method name="_font_set_allow_system_fallback" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="font_rid" type="RID" />
+ <param index="1" name="allow_system_fallback" type="bool" />
+ <description>
+ </description>
+ </method>
+ <method name="_font_set_antialiasing" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="antialiasing" type="int" enum="TextServer.FontAntialiasing" />
<description>
- Sets font anti-aliasing mode.
</description>
</method>
- <method name="font_set_ascent" qualifiers="virtual">
+ <method name="_font_set_ascent" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="ascent" type="float" />
<description>
- Sets the font ascent (number of pixels above the baseline).
</description>
</method>
- <method name="font_set_data" qualifiers="virtual">
+ <method name="_font_set_data" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="data" type="PackedByteArray" />
<description>
- Sets font source data, e.g contents of the dynamic font source file.
</description>
</method>
- <method name="font_set_data_ptr" qualifiers="virtual">
+ <method name="_font_set_data_ptr" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="data_ptr" type="const uint8_t*" />
<param index="2" name="data_size" type="int" />
<description>
- Sets font source data, e.g contents of the dynamic font source file. [param data_ptr] memory buffer must remain accessible during font lifetime.
</description>
</method>
- <method name="font_set_descent" qualifiers="virtual">
+ <method name="_font_set_descent" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="descent" type="float" />
<description>
- Sets the font descent (number of pixels below the baseline).
</description>
</method>
- <method name="font_set_embolden" qualifiers="virtual">
+ <method name="_font_set_embolden" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="strength" type="float" />
<description>
- Sets font embolden strength. If [param strength] is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness.
</description>
</method>
- <method name="font_set_face_index" qualifiers="virtual">
+ <method name="_font_set_face_index" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="face_index" type="int" />
<description>
- Sets an active face index in the TrueType / OpenType collection.
</description>
</method>
- <method name="font_set_fixed_size" qualifiers="virtual">
+ <method name="_font_set_fixed_size" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="fixed_size" type="int" />
<description>
- Sets bitmap font fixed size. If set to value greater than zero, same cache entry will be used for all font sizes.
</description>
</method>
- <method name="font_set_force_autohinter" qualifiers="virtual">
+ <method name="_font_set_force_autohinter" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="force_autohinter" type="bool" />
<description>
- If set to [code]true[/code] auto-hinting is preferred over font built-in hinting.
</description>
</method>
- <method name="font_set_generate_mipmaps" qualifiers="virtual">
+ <method name="_font_set_generate_mipmaps" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="generate_mipmaps" type="bool" />
<description>
- If set to [code]true[/code] font texture mipmap generation is enabled.
</description>
</method>
- <method name="font_set_global_oversampling" qualifiers="virtual">
+ <method name="_font_set_global_oversampling" qualifiers="virtual">
<return type="void" />
<param index="0" name="oversampling" type="float" />
<description>
- Sets oversampling factor, shared by all font in the TextServer.
- [b]Note:[/b] This value can be automatically changed by display server.
</description>
</method>
- <method name="font_set_glyph_advance" qualifiers="virtual">
+ <method name="_font_set_glyph_advance" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="glyph" type="int" />
<param index="3" name="advance" type="Vector2" />
<description>
- Sets glyph advance (offset of the next glyph).
</description>
</method>
- <method name="font_set_glyph_offset" qualifiers="virtual">
+ <method name="_font_set_glyph_offset" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<param index="3" name="offset" type="Vector2" />
<description>
- Sets glyph offset from the baseline.
</description>
</method>
- <method name="font_set_glyph_size" qualifiers="virtual">
+ <method name="_font_set_glyph_size" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<param index="3" name="gl_size" type="Vector2" />
<description>
- Sets size of the glyph.
</description>
</method>
- <method name="font_set_glyph_texture_idx" qualifiers="virtual">
+ <method name="_font_set_glyph_texture_idx" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<param index="3" name="texture_idx" type="int" />
<description>
- Sets index of the cache texture containing the glyph.
</description>
</method>
- <method name="font_set_glyph_uv_rect" qualifiers="virtual">
+ <method name="_font_set_glyph_uv_rect" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="glyph" type="int" />
<param index="3" name="uv_rect" type="Rect2" />
<description>
- Sets rectangle in the cache texture containing the glyph.
</description>
</method>
- <method name="font_set_hinting" qualifiers="virtual">
+ <method name="_font_set_hinting" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="hinting" type="int" enum="TextServer.Hinting" />
<description>
- Sets font hinting mode. Used by dynamic fonts only.
</description>
</method>
- <method name="font_set_kerning" qualifiers="virtual">
+ <method name="_font_set_kerning" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="glyph_pair" type="Vector2i" />
<param index="3" name="kerning" type="Vector2" />
<description>
- Sets kerning for the pair of glyphs.
</description>
</method>
- <method name="font_set_language_support_override" qualifiers="virtual">
+ <method name="_font_set_language_support_override" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="language" type="String" />
<param index="2" name="supported" type="bool" />
<description>
- Adds override for [method font_is_language_supported].
</description>
</method>
- <method name="font_set_msdf_pixel_range" qualifiers="virtual">
+ <method name="_font_set_msdf_pixel_range" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="msdf_pixel_range" type="int" />
<description>
- Sets the width of the range around the shape between the minimum and maximum representable signed distance.
</description>
</method>
- <method name="font_set_msdf_size" qualifiers="virtual">
+ <method name="_font_set_msdf_size" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="msdf_size" type="int" />
<description>
- Sets source font size used to generate MSDF textures.
</description>
</method>
- <method name="font_set_multichannel_signed_distance_field" qualifiers="virtual">
+ <method name="_font_set_multichannel_signed_distance_field" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="msdf" type="bool" />
<description>
- If set to [code]true[/code], glyphs of all sizes are rendered using single multichannel signed distance field generated from the dynamic font vector data. MSDF rendering allows displaying the font at any scaling factor without blurriness, and without incurring a CPU cost when the font size changes (since the font no longer needs to be rasterized on the CPU). As a downside, font hinting is not available with MSDF. The lack of font hinting may result in less crisp and less readable fonts at small sizes.
- [b]Note:[/b] MSDF font rendering does not render glyphs with overlapping shapes correctly. Overlapping shapes are not valid per the OpenType standard, but are still commonly found in many font files, especially those converted by Google Fonts. To avoid issues with overlapping glyphs, consider downloading the font file directly from the type foundry instead of relying on Google Fonts.
</description>
</method>
- <method name="font_set_name" qualifiers="virtual">
+ <method name="_font_set_name" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="name" type="String" />
<description>
- Sets the font family name.
</description>
</method>
- <method name="font_set_opentype_feature_overrides" qualifiers="virtual">
+ <method name="_font_set_opentype_feature_overrides" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="overrides" type="Dictionary" />
<description>
- Sets font OpenType feature set override.
</description>
</method>
- <method name="font_set_oversampling" qualifiers="virtual">
+ <method name="_font_set_oversampling" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="oversampling" type="float" />
<description>
- Sets font oversampling factor, if set to [code]0.0[/code] global oversampling factor is used instead. Used by dynamic fonts only.
</description>
</method>
- <method name="font_set_scale" qualifiers="virtual">
+ <method name="_font_set_scale" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="scale" type="float" />
<description>
- Sets scaling factor of the color bitmap font.
</description>
</method>
- <method name="font_set_script_support_override" qualifiers="virtual">
+ <method name="_font_set_script_support_override" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="script" type="String" />
<param index="2" name="supported" type="bool" />
<description>
- Adds override for [method font_is_script_supported].
</description>
</method>
- <method name="font_set_style" qualifiers="virtual">
+ <method name="_font_set_stretch" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="font_rid" type="RID" />
+ <param index="1" name="stretch" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_font_set_style" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="style" type="int" enum="TextServer.FontStyle" />
<description>
- Sets the font style flags, see [enum TextServer.FontStyle].
</description>
</method>
- <method name="font_set_style_name" qualifiers="virtual">
+ <method name="_font_set_style_name" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="name_style" type="String" />
<description>
- Sets the font style name.
</description>
</method>
- <method name="font_set_subpixel_positioning" qualifiers="virtual">
+ <method name="_font_set_subpixel_positioning" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="subpixel_positioning" type="int" enum="TextServer.SubpixelPositioning" />
<description>
- Sets font sub-pixel glyph positioning mode.
</description>
</method>
- <method name="font_set_texture_image" qualifiers="virtual">
+ <method name="_font_set_texture_image" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<param index="3" name="image" type="Image" />
<description>
- Sets font cache texture image data.
</description>
</method>
- <method name="font_set_texture_offsets" qualifiers="virtual">
+ <method name="_font_set_texture_offsets" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="Vector2i" />
<param index="2" name="texture_index" type="int" />
<param index="3" name="offset" type="PackedInt32Array" />
<description>
- Sets array containing the first free pixel in the each column of texture. Should be the same size as texture width or empty.
</description>
</method>
- <method name="font_set_transform" qualifiers="virtual">
+ <method name="_font_set_transform" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="transform" type="Transform2D" />
<description>
- Sets 2D transform, applied to the font outlines, can be used for slanting, flipping and rotating glyphs.
- For example, to simulate italic typeface by slanting, apply the following transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code].
</description>
</method>
- <method name="font_set_underline_position" qualifiers="virtual">
+ <method name="_font_set_underline_position" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="underline_position" type="float" />
<description>
- Sets pixel offset of the underline below the baseline.
</description>
</method>
- <method name="font_set_underline_thickness" qualifiers="virtual">
+ <method name="_font_set_underline_thickness" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="size" type="int" />
<param index="2" name="underline_thickness" type="float" />
<description>
- Sets thickness of the underline in pixels.
</description>
</method>
- <method name="font_set_variation_coordinates" qualifiers="virtual">
+ <method name="_font_set_variation_coordinates" qualifiers="virtual">
<return type="void" />
<param index="0" name="font_rid" type="RID" />
<param index="1" name="variation_coordinates" type="Dictionary" />
<description>
- Sets variation coordinates for the specified font cache entry. See [method font_supported_variation_list] for more info.
</description>
</method>
- <method name="font_supported_feature_list" qualifiers="virtual const">
+ <method name="_font_set_weight" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="font_rid" type="RID" />
+ <param index="1" name="weight" type="int" />
+ <description>
+ </description>
+ </method>
+ <method name="_font_supported_feature_list" qualifiers="virtual const">
<return type="Dictionary" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns the dictionary of the supported OpenType features.
</description>
</method>
- <method name="font_supported_variation_list" qualifiers="virtual const">
+ <method name="_font_supported_variation_list" qualifiers="virtual const">
<return type="Dictionary" />
<param index="0" name="font_rid" type="RID" />
<description>
- Returns the dictionary of the supported OpenType variation coordinates.
</description>
</method>
- <method name="format_number" qualifiers="virtual const">
+ <method name="_format_number" qualifiers="virtual const">
<return type="String" />
<param index="0" name="string" type="String" />
<param index="1" name="language" type="String" />
<description>
- Converts a number from the Western Arabic (0..9) to the numeral systems used in [param language].
</description>
</method>
- <method name="free_rid" qualifiers="virtual">
+ <method name="_free_rid" qualifiers="virtual">
<return type="void" />
<param index="0" name="rid" type="RID" />
<description>
- Frees an object created by this [TextServer].
</description>
</method>
- <method name="get_features" qualifiers="virtual const">
+ <method name="_get_features" qualifiers="virtual const">
<return type="int" />
<description>
- Returns text server features, see [enum TextServer.Feature].
</description>
</method>
- <method name="get_hex_code_box_size" qualifiers="virtual const">
+ <method name="_get_hex_code_box_size" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="size" type="int" />
<param index="1" name="index" type="int" />
<description>
- Returns size of the replacement character (box with character hexadecimal code that is drawn in place of invalid characters).
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="get_name" qualifiers="virtual const">
+ <method name="_get_name" qualifiers="virtual const">
<return type="String" />
<description>
- Returns the name of the server interface.
</description>
</method>
- <method name="get_support_data_filename" qualifiers="virtual const">
+ <method name="_get_support_data_filename" qualifiers="virtual const">
<return type="String" />
<description>
- Returns default TextServer database (e.g. ICU break iterators and dictionaries) filename.
</description>
</method>
- <method name="get_support_data_info" qualifiers="virtual const">
+ <method name="_get_support_data_info" qualifiers="virtual const">
<return type="String" />
<description>
- Returns TextServer database (e.g. ICU break iterators and dictionaries) description.
</description>
</method>
- <method name="has" qualifiers="virtual">
+ <method name="_has" qualifiers="virtual">
<return type="bool" />
<param index="0" name="rid" type="RID" />
<description>
- Returns [code]true[/code] if [param rid] is valid resource owned by this text server.
</description>
</method>
- <method name="has_feature" qualifiers="virtual const">
+ <method name="_has_feature" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="feature" type="int" enum="TextServer.Feature" />
<description>
- Returns [code]true[/code] if the server supports a feature.
</description>
</method>
- <method name="is_confusable" qualifiers="virtual const">
+ <method name="_is_confusable" qualifiers="virtual const">
<return type="int" />
<param index="0" name="string" type="String" />
<param index="1" name="dict" type="PackedStringArray" />
<description>
- Returns index of the first string in [param dict] which is visually confusable with the [param string], or [code]-1[/code] if none is found.
</description>
</method>
- <method name="is_locale_right_to_left" qualifiers="virtual const">
+ <method name="_is_locale_right_to_left" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="locale" type="String" />
<description>
- Returns [code]true[/code] if locale is right-to-left.
</description>
</method>
- <method name="is_valid_identifier" qualifiers="virtual const">
+ <method name="_is_valid_identifier" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="string" type="String" />
<description>
- Returns [code]true[/code] is [param string] is a valid identifier.
</description>
</method>
- <method name="load_support_data" qualifiers="virtual">
+ <method name="_load_support_data" qualifiers="virtual">
<return type="bool" />
<param index="0" name="filename" type="String" />
<description>
- Loads optional TextServer database (e.g. ICU break iterators and dictionaries).
</description>
</method>
- <method name="name_to_tag" qualifiers="virtual const">
+ <method name="_name_to_tag" qualifiers="virtual const">
<return type="int" />
<param index="0" name="name" type="String" />
<description>
- Converts readable feature, variation, script or language name to OpenType tag.
</description>
</method>
- <method name="parse_number" qualifiers="virtual const">
+ <method name="_parse_number" qualifiers="virtual const">
<return type="String" />
<param index="0" name="string" type="String" />
<param index="1" name="language" type="String" />
<description>
- Converts a number from the numeral systems used in [param language] to Western Arabic (0..9).
</description>
</method>
- <method name="parse_structured_text" qualifiers="virtual const">
+ <method name="_parse_structured_text" qualifiers="virtual const">
<return type="Vector2i[]" />
<param index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" />
<param index="1" name="args" type="Array" />
@@ -986,37 +903,32 @@
<description>
</description>
</method>
- <method name="percent_sign" qualifiers="virtual const">
+ <method name="_percent_sign" qualifiers="virtual const">
<return type="String" />
<param index="0" name="language" type="String" />
<description>
- Returns percent sign used in the [param language].
</description>
</method>
- <method name="save_support_data" qualifiers="virtual const">
+ <method name="_save_support_data" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="filename" type="String" />
<description>
- Saves optional TextServer database (e.g. ICU break iterators and dictionaries) to the file.
- [b]Note:[/b] This function is used by during project export, to include TextServer database.
</description>
</method>
- <method name="shaped_get_span_count" qualifiers="virtual const">
+ <method name="_shaped_get_span_count" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns number of text spans added using [method shaped_text_add_string] or [method shaped_text_add_object].
</description>
</method>
- <method name="shaped_get_span_meta" qualifiers="virtual const">
+ <method name="_shaped_get_span_meta" qualifiers="virtual const">
<return type="Variant" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="index" type="int" />
<description>
- Returns text span metadata.
</description>
</method>
- <method name="shaped_set_span_update_font" qualifiers="virtual">
+ <method name="_shaped_set_span_update_font" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="index" type="int" />
@@ -1024,21 +936,20 @@
<param index="3" name="size" type="int" />
<param index="4" name="opentype_features" type="Dictionary" />
<description>
- Changes text span font, font size and OpenType features, without changing the text.
</description>
</method>
- <method name="shaped_text_add_object" qualifiers="virtual">
+ <method name="_shaped_text_add_object" qualifiers="virtual">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="key" type="Variant" />
<param index="2" name="size" type="Vector2" />
<param index="3" name="inline_align" type="int" enum="InlineAlignment" />
<param index="4" name="length" type="int" />
+ <param index="5" name="baseline" type="float" />
<description>
- Adds inline object to the text buffer, [param key] must be unique. In the text, object is represented as [param length] object replacement characters.
</description>
</method>
- <method name="shaped_text_add_string" qualifiers="virtual">
+ <method name="_shaped_text_add_string" qualifiers="virtual">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="text" type="String" />
@@ -1048,17 +959,15 @@
<param index="5" name="language" type="String" />
<param index="6" name="meta" type="Variant" />
<description>
- Adds text span and font to draw it to the text buffer.
</description>
</method>
- <method name="shaped_text_clear" qualifiers="virtual">
+ <method name="_shaped_text_clear" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<description>
- Clears text buffer (removes text and inline objects).
</description>
</method>
- <method name="shaped_text_draw" qualifiers="virtual const">
+ <method name="_shaped_text_draw" qualifiers="virtual const">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="canvas" type="RID" />
@@ -1067,11 +976,9 @@
<param index="4" name="clip_r" type="float" />
<param index="5" name="color" type="Color" />
<description>
- Draw shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_draw_outline" qualifiers="virtual const">
+ <method name="_shaped_text_draw_outline" qualifiers="virtual const">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="canvas" type="RID" />
@@ -1081,130 +988,109 @@
<param index="5" name="outline_size" type="int" />
<param index="6" name="color" type="Color" />
<description>
- Draw the outline of the shaped text into a canvas item at a given position, with [param color]. [param pos] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout).
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_fit_to_width" qualifiers="virtual">
+ <method name="_shaped_text_fit_to_width" qualifiers="virtual">
<return type="float" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="width" type="float" />
<param index="2" name="jst_flags" type="int" enum="TextServer.JustificationFlag" />
<description>
- Adjusts text with to fit to specified width, returns new text width.
</description>
</method>
- <method name="shaped_text_get_ascent" qualifiers="virtual const">
+ <method name="_shaped_text_get_ascent" qualifiers="virtual const">
<return type="float" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical).
</description>
</method>
- <method name="shaped_text_get_carets" qualifiers="virtual const">
+ <method name="_shaped_text_get_carets" qualifiers="virtual const">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="position" type="int" />
<param index="2" name="caret" type="CaretInfo*" />
<description>
- Returns shapes of the carets corresponding to the character offset [param position] in the text. Returned caret shape is 1 pixel wide rectangle.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_get_custom_punctuation" qualifiers="virtual const">
+ <method name="_shaped_text_get_custom_punctuation" qualifiers="virtual const">
<return type="String" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
</description>
</method>
- <method name="shaped_text_get_descent" qualifiers="virtual const">
+ <method name="_shaped_text_get_descent" qualifiers="virtual const">
<return type="float" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical).
</description>
</method>
- <method name="shaped_text_get_direction" qualifiers="virtual const">
+ <method name="_shaped_text_get_direction" qualifiers="virtual const">
<return type="int" enum="TextServer.Direction" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns direction of the text.
</description>
</method>
- <method name="shaped_text_get_dominant_direction_in_range" qualifiers="virtual const">
+ <method name="_shaped_text_get_dominant_direction_in_range" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="start" type="int" />
<param index="2" name="end" type="int" />
<description>
- Returns dominant direction of in the range of text.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_get_ellipsis_glyph_count" qualifiers="virtual const">
+ <method name="_shaped_text_get_ellipsis_glyph_count" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns number of glyphs in the ellipsis.
</description>
</method>
- <method name="shaped_text_get_ellipsis_glyphs" qualifiers="virtual const">
+ <method name="_shaped_text_get_ellipsis_glyphs" qualifiers="virtual const">
<return type="const Glyph*" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns array of the glyphs in the ellipsis.
</description>
</method>
- <method name="shaped_text_get_ellipsis_pos" qualifiers="virtual const">
+ <method name="_shaped_text_get_ellipsis_pos" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns position of the ellipsis.
</description>
</method>
- <method name="shaped_text_get_glyph_count" qualifiers="virtual const">
+ <method name="_shaped_text_get_glyph_count" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns number of glyphs in the buffer.
</description>
</method>
- <method name="shaped_text_get_glyphs" qualifiers="virtual const">
+ <method name="_shaped_text_get_glyphs" qualifiers="virtual const">
<return type="const Glyph*" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns an array of glyphs in the visual order.
</description>
</method>
- <method name="shaped_text_get_grapheme_bounds" qualifiers="virtual const">
+ <method name="_shaped_text_get_grapheme_bounds" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="pos" type="int" />
<description>
- Returns composite character's bounds as offsets from the start of the line.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_get_inferred_direction" qualifiers="virtual const">
+ <method name="_shaped_text_get_inferred_direction" qualifiers="virtual const">
<return type="int" enum="TextServer.Direction" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns direction of the text, inferred by the BiDi algorithm.
</description>
</method>
- <method name="shaped_text_get_line_breaks" qualifiers="virtual const">
+ <method name="_shaped_text_get_line_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="width" type="float" />
<param index="2" name="start" type="int" />
<param index="3" name="break_flags" type="int" enum="TextServer.LineBreakFlag" />
<description>
- Breaks text to the lines and returns character ranges for each line.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_get_line_breaks_adv" qualifiers="virtual const">
+ <method name="_shaped_text_get_line_breaks_adv" qualifiers="virtual const">
<return type="PackedInt32Array" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="width" type="PackedFloat32Array" />
@@ -1212,334 +1098,282 @@
<param index="3" name="once" type="bool" />
<param index="4" name="break_flags" type="int" enum="TextServer.LineBreakFlag" />
<description>
- Breaks text to the lines and columns. Returns character ranges for each segment.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_get_object_rect" qualifiers="virtual const">
+ <method name="_shaped_text_get_object_rect" qualifiers="virtual const">
<return type="Rect2" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="key" type="Variant" />
<description>
- Returns bounding rectangle of the inline object.
</description>
</method>
- <method name="shaped_text_get_objects" qualifiers="virtual const">
+ <method name="_shaped_text_get_objects" qualifiers="virtual const">
<return type="Array" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns array of inline objects.
</description>
</method>
- <method name="shaped_text_get_orientation" qualifiers="virtual const">
+ <method name="_shaped_text_get_orientation" qualifiers="virtual const">
<return type="int" enum="TextServer.Orientation" />
<param index="0" name="shaped" type="RID" />
<description>
- eturns text orientation.
</description>
</method>
- <method name="shaped_text_get_parent" qualifiers="virtual const">
+ <method name="_shaped_text_get_parent" qualifiers="virtual const">
<return type="RID" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns the parent buffer from which the substring originates.
</description>
</method>
- <method name="shaped_text_get_preserve_control" qualifiers="virtual const">
+ <method name="_shaped_text_get_preserve_control" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns [code]true[/code] if text buffer is configured to display control characters.
</description>
</method>
- <method name="shaped_text_get_preserve_invalid" qualifiers="virtual const">
+ <method name="_shaped_text_get_preserve_invalid" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters.
- [b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of invalid characters.
</description>
</method>
- <method name="shaped_text_get_range" qualifiers="virtual const">
+ <method name="_shaped_text_get_range" qualifiers="virtual const">
<return type="Vector2i" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns substring buffer character range in the parent buffer.
</description>
</method>
- <method name="shaped_text_get_selection" qualifiers="virtual const">
+ <method name="_shaped_text_get_selection" qualifiers="virtual const">
<return type="PackedVector2Array" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="start" type="int" />
<param index="2" name="end" type="int" />
<description>
- Returns selection rectangles for the specified character range.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_get_size" qualifiers="virtual const">
+ <method name="_shaped_text_get_size" qualifiers="virtual const">
<return type="Vector2" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns size of the text.
</description>
</method>
- <method name="shaped_text_get_spacing" qualifiers="virtual const">
+ <method name="_shaped_text_get_spacing" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="spacing" type="int" enum="TextServer.SpacingType" />
<description>
- Returns extra spacing added between glyphs or lines in pixels.
</description>
</method>
- <method name="shaped_text_get_trim_pos" qualifiers="virtual const">
+ <method name="_shaped_text_get_trim_pos" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns the position of the overrun trim.
</description>
</method>
- <method name="shaped_text_get_underline_position" qualifiers="virtual const">
+ <method name="_shaped_text_get_underline_position" qualifiers="virtual const">
<return type="float" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns pixel offset of the underline below the baseline.
</description>
</method>
- <method name="shaped_text_get_underline_thickness" qualifiers="virtual const">
+ <method name="_shaped_text_get_underline_thickness" qualifiers="virtual const">
<return type="float" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns thickness of the underline.
</description>
</method>
- <method name="shaped_text_get_width" qualifiers="virtual const">
+ <method name="_shaped_text_get_width" qualifiers="virtual const">
<return type="float" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns width (for horizontal layout) or height (for vertical) of the text.
</description>
</method>
- <method name="shaped_text_get_word_breaks" qualifiers="virtual const">
+ <method name="_shaped_text_get_word_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="grapheme_flags" type="int" enum="TextServer.GraphemeFlag" />
<description>
- Breaks text into words and returns array of character ranges.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_hit_test_grapheme" qualifiers="virtual const">
+ <method name="_shaped_text_hit_test_grapheme" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="coord" type="float" />
<description>
- Returns grapheme index at the specified pixel offset at the baseline, or [code]-1[/code] if none is found.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_hit_test_position" qualifiers="virtual const">
+ <method name="_shaped_text_hit_test_position" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="coord" type="float" />
<description>
- Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_is_ready" qualifiers="virtual const">
+ <method name="_shaped_text_is_ready" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns [code]true[/code] if buffer is successfully shaped.
</description>
</method>
- <method name="shaped_text_next_grapheme_pos" qualifiers="virtual const">
+ <method name="_shaped_text_next_grapheme_pos" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="pos" type="int" />
<description>
- Returns composite character end position closest to the [param pos].
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_overrun_trim_to_width" qualifiers="virtual">
+ <method name="_shaped_text_overrun_trim_to_width" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="width" type="float" />
<param index="2" name="trim_flags" type="int" enum="TextServer.TextOverrunFlag" />
<description>
- Trims text if it exceeds the given width.
</description>
</method>
- <method name="shaped_text_prev_grapheme_pos" qualifiers="virtual const">
+ <method name="_shaped_text_prev_grapheme_pos" qualifiers="virtual const">
<return type="int" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="pos" type="int" />
<description>
- Returns composite character start position closest to the [param pos].
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="shaped_text_resize_object" qualifiers="virtual">
+ <method name="_shaped_text_resize_object" qualifiers="virtual">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="key" type="Variant" />
<param index="2" name="size" type="Vector2" />
<param index="3" name="inline_align" type="int" enum="InlineAlignment" />
+ <param index="4" name="baseline" type="float" />
<description>
- Sets new size and alignment of embedded object.
</description>
</method>
- <method name="shaped_text_set_bidi_override" qualifiers="virtual">
+ <method name="_shaped_text_set_bidi_override" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="override" type="Array" />
<description>
- Overrides BiDi for the structured text.
- Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately.
</description>
</method>
- <method name="shaped_text_set_custom_punctuation" qualifiers="virtual">
+ <method name="_shaped_text_set_custom_punctuation" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="punct" type="String" />
<description>
- Sets custom punctuation character list, used for word breaking. If set to empty string, server defaults are used.
</description>
</method>
- <method name="shaped_text_set_direction" qualifiers="virtual">
+ <method name="_shaped_text_set_direction" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="direction" type="int" enum="TextServer.Direction" />
<description>
- Sets desired text [param direction]. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale.
</description>
</method>
- <method name="shaped_text_set_orientation" qualifiers="virtual">
+ <method name="_shaped_text_set_orientation" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="orientation" type="int" enum="TextServer.Orientation" />
<description>
- Sets desired text orientation.
</description>
</method>
- <method name="shaped_text_set_preserve_control" qualifiers="virtual">
+ <method name="_shaped_text_set_preserve_control" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="enabled" type="bool" />
<description>
- If set to [code]true[/code] text buffer will display control characters.
</description>
</method>
- <method name="shaped_text_set_preserve_invalid" qualifiers="virtual">
+ <method name="_shaped_text_set_preserve_invalid" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="enabled" type="bool" />
<description>
- If set to [code]true[/code] text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed.
</description>
</method>
- <method name="shaped_text_set_spacing" qualifiers="virtual">
+ <method name="_shaped_text_set_spacing" qualifiers="virtual">
<return type="void" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="spacing" type="int" enum="TextServer.SpacingType" />
<param index="2" name="value" type="int" />
<description>
- Sets extra spacing added between glyphs or lines in pixels.
</description>
</method>
- <method name="shaped_text_shape" qualifiers="virtual">
+ <method name="_shaped_text_shape" qualifiers="virtual">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<description>
- Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully.
</description>
</method>
- <method name="shaped_text_sort_logical" qualifiers="virtual">
+ <method name="_shaped_text_sort_logical" qualifiers="virtual">
<return type="const Glyph*" />
<param index="0" name="shaped" type="RID" />
<description>
- Returns text glyphs in the logical order.
</description>
</method>
- <method name="shaped_text_substr" qualifiers="virtual const">
+ <method name="_shaped_text_substr" qualifiers="virtual const">
<return type="RID" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="start" type="int" />
<param index="2" name="length" type="int" />
<description>
- Returns text buffer for the substring of the text in the [param shaped] text buffer (including inline objects).
</description>
</method>
- <method name="shaped_text_tab_align" qualifiers="virtual">
+ <method name="_shaped_text_tab_align" qualifiers="virtual">
<return type="float" />
<param index="0" name="shaped" type="RID" />
<param index="1" name="tab_stops" type="PackedFloat32Array" />
<description>
- Aligns shaped text to the given tab-stops.
</description>
</method>
- <method name="shaped_text_update_breaks" qualifiers="virtual">
+ <method name="_shaped_text_update_breaks" qualifiers="virtual">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<description>
- Updates line breaking positions in the text buffer.
- [b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented.
</description>
</method>
- <method name="shaped_text_update_justification_ops" qualifiers="virtual">
+ <method name="_shaped_text_update_justification_ops" qualifiers="virtual">
<return type="bool" />
<param index="0" name="shaped" type="RID" />
<description>
- Updates line justification positions (word breaks and elongations) in the text buffer.
- [b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented.
</description>
</method>
- <method name="spoof_check" qualifiers="virtual const">
+ <method name="_spoof_check" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="string" type="String" />
<description>
- Returns [code]true[/code] if [param string] is likely to be an attempt at confusing the reader.
</description>
</method>
- <method name="string_get_word_breaks" qualifiers="virtual const">
+ <method name="_string_get_word_breaks" qualifiers="virtual const">
<return type="PackedInt32Array" />
<param index="0" name="string" type="String" />
<param index="1" name="language" type="String" />
+ <param index="2" name="chars_per_line" type="int" />
<description>
- Returns array of the word break character offsets.
</description>
</method>
- <method name="string_to_lower" qualifiers="virtual const">
+ <method name="_string_to_lower" qualifiers="virtual const">
<return type="String" />
<param index="0" name="string" type="String" />
<param index="1" name="language" type="String" />
<description>
- Returns the string converted to lowercase.
</description>
</method>
- <method name="string_to_upper" qualifiers="virtual const">
+ <method name="_string_to_upper" qualifiers="virtual const">
<return type="String" />
<param index="0" name="string" type="String" />
<param index="1" name="language" type="String" />
<description>
- Returns the string converted to uppercase.
</description>
</method>
- <method name="strip_diacritics" qualifiers="virtual const">
+ <method name="_strip_diacritics" qualifiers="virtual const">
<return type="String" />
<param index="0" name="string" type="String" />
<description>
- Strips diacritics from the string.
- [b]Note:[/b] If this method is not implemented in the plugin, the default implementation will be used.
</description>
</method>
- <method name="tag_to_name" qualifiers="virtual const">
+ <method name="_tag_to_name" qualifiers="virtual const">
<return type="String" />
<param index="0" name="tag" type="int" />
<description>
- Converts OpenType tag to readable feature, variation, script or language name.
</description>
</method>
</methods>
diff --git a/doc/classes/Texture.xml b/doc/classes/Texture.xml
index df6e0433dc..86c9026fd1 100644
--- a/doc/classes/Texture.xml
+++ b/doc/classes/Texture.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for all texture types.
</brief_description>
<description>
+ [Texture] is the base class for all texture types. Common texture types are [Texture2D] and [ImageTexture]. See also [Image].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index 14e89a1b74..aac197090a 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -19,6 +19,8 @@
<param index="2" name="modulate" type="Color" />
<param index="3" name="transpose" type="bool" />
<description>
+ Called when the entire [Texture2D] is requested to be drawn over a [CanvasItem], with the top-left offset specified in [param pos]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect" qualifiers="virtual const">
@@ -29,32 +31,39 @@
<param index="3" name="modulate" type="Color" />
<param index="4" name="transpose" type="bool" />
<description>
+ Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_draw_rect_region" qualifiers="virtual const">
<return type="void" />
- <param index="0" name="tp_canvas_item" type="RID" />
+ <param index="0" name="to_canvas_item" type="RID" />
<param index="1" name="rect" type="Rect2" />
<param index="2" name="src_rect" type="Rect2" />
<param index="3" name="modulate" type="Color" />
<param index="4" name="transpose" type="bool" />
<param index="5" name="clip_uv" type="bool" />
<description>
+ Called when a part of the [Texture2D] specified by [param src_rect]'s coordinates is requested to be drawn onto [CanvasItem]'s specified [param rect]. [param modulate] specifies a multiplier for the colors being drawn, while [param transpose] specifies whether drawing should be performed in column-major order instead of row-major order (resulting in 90-degree clockwise rotation).
+ [b]Note:[/b] This is only used in 2D rendering, not 3D.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture2D]'s width is queried.
</description>
</method>
<method name="_has_alpha" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of an alpha channel in the [Texture2D] is queried.
</description>
</method>
<method name="_is_pixel_opaque" qualifiers="virtual const">
@@ -62,6 +71,7 @@
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<description>
+ Called when a pixel's opaque state in the [Texture2D] is queried at the specified [code](x, y)[/code] position.
</description>
</method>
<method name="draw" qualifiers="const">
@@ -100,7 +110,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the texture height.
+ Returns the texture height in pixels.
</description>
</method>
<method name="get_image" qualifiers="const">
@@ -113,13 +123,13 @@
<method name="get_size" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the texture size.
+ Returns the texture size in pixels.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the texture width.
+ Returns the texture width in pixels.
</description>
</method>
<method name="has_alpha" qualifiers="const">
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml
index 6f059b5fbf..ec00198db1 100644
--- a/doc/classes/Texture2DArray.xml
+++ b/doc/classes/Texture2DArray.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture2DArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
</brief_description>
<description>
+ A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
+ A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml
index 4968f46fe8..1a66932d62 100644
--- a/doc/classes/Texture3D.xml
+++ b/doc/classes/Texture3D.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture3D" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Base class for 3-dimensionnal textures.
</brief_description>
<description>
+ Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered].
+ All images need to have the same width, height and number of mipmap levels.
+ To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
</description>
<tutorials>
</tutorials>
@@ -10,61 +14,73 @@
<method name="_get_data" qualifiers="virtual const">
<return type="Image[]" />
<description>
+ Called when the [Texture3D]'s data is queried.
</description>
</method>
<method name="_get_depth" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s depth is queried.
</description>
</method>
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [Texture3D]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s height is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [Texture3D]'s width is queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [Texture3D] is queried.
</description>
</method>
<method name="get_data" qualifiers="const">
<return type="Image[]" />
<description>
+ Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] represents a [i]slice[/i] of the [Texture3D], with different slices mapping to different depth (Z axis) levels.
</description>
</method>
<method name="get_depth" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s depth in pixels. Depth is typically represented by the Z axis (a dimension not present in [Texture2D]).
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format" />
<description>
+ Returns the current format being used by this texture. See [enum Image.Format] for details.
</description>
</method>
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s height in pixels. Width is typically represented by the Y axis.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
+ Returns the [Texture3D]'s width in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the [Texture3D] has generated mipmaps.
</description>
</method>
</methods>
diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml
index 043eeb9a80..b185828577 100644
--- a/doc/classes/TextureButton.xml
+++ b/doc/classes/TextureButton.xml
@@ -27,19 +27,19 @@
<member name="texture_click_mask" type="BitMap" setter="set_click_mask" getter="get_click_mask">
Pure black and white [BitMap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.
</member>
- <member name="texture_disabled" type="Texture2D" setter="set_disabled_texture" getter="get_disabled_texture">
+ <member name="texture_disabled" type="Texture2D" setter="set_texture_disabled" getter="get_texture_disabled">
Texture to display when the node is disabled. See [member BaseButton.disabled].
</member>
- <member name="texture_focused" type="Texture2D" setter="set_focused_texture" getter="get_focused_texture">
+ <member name="texture_focused" type="Texture2D" setter="set_texture_focused" getter="get_texture_focused">
Texture to display when the node has mouse or keyboard focus. [member texture_focused] is displayed [i]over[/i] the base texture, so a partially transparent texture should be used to ensure the base texture remains visible. A texture that represents an outline or an underline works well for this purpose. To disable the focus visual effect, assign a fully transparent texture of any size. Note that disabling the focus visual effect will harm keyboard/controller navigation usability, so this is not recommended for accessibility reasons.
</member>
- <member name="texture_hover" type="Texture2D" setter="set_hover_texture" getter="get_hover_texture">
+ <member name="texture_hover" type="Texture2D" setter="set_texture_hover" getter="get_texture_hover">
Texture to display when the mouse hovers the node.
</member>
- <member name="texture_normal" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture">
+ <member name="texture_normal" type="Texture2D" setter="set_texture_normal" getter="get_texture_normal">
Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state.
</member>
- <member name="texture_pressed" type="Texture2D" setter="set_pressed_texture" getter="get_pressed_texture">
+ <member name="texture_pressed" type="Texture2D" setter="set_texture_pressed" getter="get_texture_pressed">
Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the [member BaseButton.shortcut] key.
</member>
</members>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 7b528e2082..8f6dff7acf 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -1,10 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureLayered" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Base class for 3D texture types.
+ Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
</brief_description>
<description>
- Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
+ Base class for [ImageTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D].
+ Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
+ All images need to have the same width, height and number of mipmap levels.
+ A [TextureLayered] can be loaded with [method ResourceLoader.load].
+ Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, GLES3).
</description>
<tutorials>
</tutorials>
@@ -12,37 +16,44 @@
<method name="_get_format" qualifiers="virtual const">
<return type="int" enum="Image.Format" />
<description>
+ Called when the [TextureLayered]'s format is queried.
</description>
</method>
<method name="_get_height" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the the [TextureLayered]'s height is queried.
</description>
</method>
<method name="_get_layer_data" qualifiers="virtual const">
<return type="Image" />
<param index="0" name="layer_index" type="int" />
<description>
+ Called when the data for a layer in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layered_type" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the layers' type in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_layers" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the number of layers in the [TextureLayered] is queried.
</description>
</method>
<method name="_get_width" qualifiers="virtual const">
<return type="int" />
<description>
+ Called when the [TextureLayered]'s width queried.
</description>
</method>
<method name="_has_mipmaps" qualifiers="virtual const">
<return type="bool" />
<description>
+ Called when the presence of mipmaps in the [TextureLayered] is queried.
</description>
</method>
<method name="get_format" qualifiers="const">
@@ -54,7 +65,7 @@
<method name="get_height" qualifiers="const">
<return type="int" />
<description>
- Returns the height of the texture. Height is typically represented by the Y-axis.
+ Returns the height of the texture in pixels. Height is typically represented by the Y axis.
</description>
</method>
<method name="get_layer_data" qualifiers="const">
@@ -67,31 +78,37 @@
<method name="get_layered_type" qualifiers="const">
<return type="int" enum="TextureLayered.LayeredType" />
<description>
+ Returns the [TextureLayered]'s type. The type determines how the data is accessed, with cubemaps having special types.
</description>
</method>
<method name="get_layers" qualifiers="const">
<return type="int" />
<description>
+ Returns the number of referenced [Image]s.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int" />
<description>
- Returns the width of the texture. Width is typically represented by the X-axis.
+ Returns the width of the texture in pixels. Width is typically represented by the X axis.
</description>
</method>
<method name="has_mipmaps" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the layers have generated mipmaps.
</description>
</method>
</methods>
<constants>
<constant name="LAYERED_TYPE_2D_ARRAY" value="0" enum="LayeredType">
+ Texture is a generic [Texture2DArray].
</constant>
<constant name="LAYERED_TYPE_CUBEMAP" value="1" enum="LayeredType">
+ Texture is a [Cubemap], with each side in its own layer (6 in total).
</constant>
<constant name="LAYERED_TYPE_CUBEMAP_ARRAY" value="2" enum="LayeredType">
+ Texture is a [CubemapArray], with each cubemap being made of 6 layers.
</constant>
</constants>
</class>
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml
index fcdb18e10d..d7a9d06a15 100644
--- a/doc/classes/TextureProgressBar.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -13,6 +13,7 @@
<return type="int" />
<param index="0" name="margin" type="int" enum="Side" />
<description>
+ Returns the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties.
</description>
</method>
<method name="set_stretch_margin">
@@ -20,6 +21,7 @@
<param index="0" name="margin" type="int" enum="Side" />
<param index="1" name="value" type="int" />
<description>
+ Sets the stretch margin with the specified index. See [member stretch_margin_bottom] and related properties.
</description>
</method>
</methods>
@@ -27,6 +29,7 @@
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode" default="0">
The fill direction. See [enum FillMode] for possible values.
</member>
+ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false">
If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
</member>
@@ -40,6 +43,8 @@
<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle" default="0.0">
Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees].
</member>
+ <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
+ <member name="step" type="float" setter="set_step" getter="get_step" overrides="Range" default="1.0" />
<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin" default="0">
The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
</member>
diff --git a/doc/classes/TileData.xml b/doc/classes/TileData.xml
index 798a536a88..f815b8d0c3 100644
--- a/doc/classes/TileData.xml
+++ b/doc/classes/TileData.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileData" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Settings for a single tile in a [TileSet].
</brief_description>
<description>
+ [TileData] object represents a single tile in a [TileSet]. It is usually edited using the tileset editor, but it can be modified at runtime using [method TileMap._tile_data_runtime_update].
</description>
<tutorials>
</tutorials>
@@ -196,32 +198,43 @@
</methods>
<members>
<member name="flip_h" type="bool" setter="set_flip_h" getter="get_flip_h" default="false">
+ If [code]true[/code], the tile will have its texture flipped horizontally.
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="get_flip_v" default="false">
+ If [code]true[/code], the tile will have its texture flipped vertically.
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use a custom shader.
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
+ Color modulation of the tile.
</member>
<member name="probability" type="float" setter="set_probability" getter="get_probability" default="1.0">
+ Relative probability of this tile being selected when drawing a pattern of random tiles.
</member>
<member name="terrain" type="int" setter="set_terrain" getter="get_terrain" default="-1">
+ ID of the terrain from the terrain set that the tile uses.
</member>
<member name="terrain_set" type="int" setter="set_terrain_set" getter="get_terrain_set" default="-1">
+ ID of the terrain set that the tile uses.
</member>
<member name="texture_offset" type="Vector2i" setter="set_texture_offset" getter="get_texture_offset" default="Vector2i(0, 0)">
+ Offsets the position of where the tile is drawn.
</member>
<member name="transpose" type="bool" setter="set_transpose" getter="get_transpose" default="false">
+ If [code]true[/code], the tile will display transposed, i.e. with horizontal and vertical texture UVs swapped.
</member>
<member name="y_sort_origin" type="int" setter="set_y_sort_origin" getter="get_y_sort_origin" default="0">
+ Vertical point of the tile used for determining y-sorted order.
</member>
<member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
+ Ordering index of this tile, relative to [TileMap].
</member>
</members>
<signals>
<signal name="changed">
<description>
+ Emitted when any of the properties are changed.
</description>
</signal>
</signals>
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index e76c696021..8b537545bc 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -155,6 +155,7 @@
<method name="get_layers_count" qualifiers="const">
<return type="int" />
<description>
+ Returns the number of layers in the TileMap.
</description>
</method>
<method name="get_neighbor_cell" qualifiers="const">
@@ -173,7 +174,7 @@
Creates a new [TileMapPattern] from the given layer and set of cells.
</description>
</method>
- <method name="get_surrounding_tiles">
+ <method name="get_surrounding_cells">
<return type="Vector2i[]" />
<param index="0" name="coords" type="Vector2i" />
<description>
@@ -188,7 +189,7 @@
</description>
</method>
<method name="get_used_rect">
- <return type="Rect2" />
+ <return type="Rect2i" />
<description>
Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.
</description>
@@ -207,6 +208,13 @@
Returns if a layer Y-sorts its tiles.
</description>
</method>
+ <method name="local_to_map" qualifiers="const">
+ <return type="Vector2i" />
+ <param index="0" name="local_position" type="Vector2" />
+ <description>
+ Returns the map coordinates of the cell containing the given [param local_position]. If [param local_position] is in global coordinates, consider using [method Node2D.to_local] before passing it to this method. See also [method map_to_local].
+ </description>
+ </method>
<method name="map_pattern">
<return type="Vector2i" />
<param index="0" name="position_in_tilemap" type="Vector2i" />
@@ -216,12 +224,12 @@
Returns for the given coordinate [param coords_in_pattern] in a [TileMapPattern] the corresponding cell coordinates if the pattern was pasted at the [param position_in_tilemap] coordinates (see [method set_pattern]). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating [code]position_in_tile_map + coords_in_pattern[/code]
</description>
</method>
- <method name="map_to_world" qualifiers="const">
+ <method name="map_to_local" qualifiers="const">
<return type="Vector2" />
<param index="0" name="map_position" type="Vector2i" />
<description>
- Returns a local position of the center of the cell at the given tilemap (grid-based) coordinates.
- [b]Note:[/b] This doesn't correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles.
+ Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use [method Node2D.to_global]. See also [method local_to_map].
+ [b]Note:[/b] This may not correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles.
</description>
</method>
<method name="move_layer">
@@ -249,8 +257,9 @@
<description>
Sets the tile indentifiers for the cell on layer [param layer] at coordinates [param coords]. Each tile of the [TileSet] is identified using three parts:
- The source identifier [param source_id] identifies a [TileSetSource] identifier. See [method TileSet.set_source_id],
- - The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should be 0),
+ - The atlas coordinates identifier [param atlas_coords] identifies a tile coordinates in the atlas (if the source is a [TileSetAtlasSource]. For [TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/code]),
- The alternative tile identifier [param alternative_tile] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource].
+ If [param source_id] is set to [code]-1[/code], [param atlas_coords] to [code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], the cell will be erased. An erased cell gets [b]all[/b] its identifiers automatically set to their respective invalid values, namely [code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code].
</description>
</method>
<method name="set_cells_terrain_connect">
@@ -344,13 +353,6 @@
Paste the given [TileMapPattern] at the given [param position] and [param layer] in the tile map.
</description>
</method>
- <method name="world_to_map" qualifiers="const">
- <return type="Vector2i" />
- <param index="0" name="world_position" type="Vector2" />
- <description>
- Returns the tilemap (grid-based) coordinates corresponding to the given local position.
- </description>
- </method>
</methods>
<members>
<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
@@ -364,7 +366,7 @@
Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings.
</member>
<member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0">
- Show or hide the TileMap's collision shapes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
+ Show or hide the TileMap's navigation meshes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
The assigned [TileSet].
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 7ced16d1af..7fc6ba8161 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -7,7 +7,6 @@
A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of [TileSetSource], each of them storing a set of tiles.
Tiles can either be from a [TileSetAtlasSource], that render tiles out of a texture with support for physics, navigation, etc... or from a [TileSetScenesCollectionSource] which exposes scene-based tiles.
Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID and their alternative tile ID.
-
A TileSet can be configured so that its tiles expose more or less properties. To do so, the TileSet resources uses property layers, that you can add or remove depending on your needs.
For example, adding a physics layer allows giving collision shapes to your tiles. Each layer having dedicated properties (physics layer an mask), you may add several TileSet physics layers for each type of collision you need.
See the functions to add new layers for more information.
@@ -617,6 +616,7 @@
</constant>
<constant name="TILE_SHAPE_ISOMETRIC" value="1" enum="TileShape">
Diamond tile shape (for isometric look).
+ [b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers have Y-sort enabled.
</constant>
<constant name="TILE_SHAPE_HALF_OFFSET_SQUARE" value="2" enum="TileShape">
Rectangular tile shape with one row/column out of two offset by half a tile.
diff --git a/doc/classes/TileSetAtlasSource.xml b/doc/classes/TileSetAtlasSource.xml
index df469cd030..5efc1da6f9 100644
--- a/doc/classes/TileSetAtlasSource.xml
+++ b/doc/classes/TileSetAtlasSource.xml
@@ -6,9 +6,7 @@
<description>
An atlas is a grid of tiles laid out on a texture. Each tile in the grid must be exposed using [method create_tile]. Those tiles are then indexed using their coordinates in the grid.
Each tile can also have a size in the grid coordinates, making it more or less cells in the atlas.
-
Alternatives version of a tile can be created using [method create_alternative_tile], which are then indexed using an alternative ID. The main tile (the one in the grid), is accessed with an alternative ID equal to 0.
-
Each tile alternate has a set of properties that is defined by the source's [TileSet] layers. Those properties are stored in a TileData object that can be accessed and modified using [method get_tile_data].
As TileData properties are stored directly in the TileSetAtlasSource resource, their properties might also be set using [code]TileSetAtlasSource.set("&lt;coords_x&gt;:&lt;coords_y&gt;/&lt;alternative_id&gt;/&lt;tile_data_property&gt;")[/code].
</description>
diff --git a/doc/classes/TileSetSource.xml b/doc/classes/TileSetSource.xml
index e88e725bf4..4ebd7735b0 100644
--- a/doc/classes/TileSetSource.xml
+++ b/doc/classes/TileSetSource.xml
@@ -7,7 +7,6 @@
Exposes a set of tiles for a [TileSet] resource.
Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) and an alternative ID (of type int), named according to their use in the [TileSetAtlasSource] class.
Depending on the TileSet source type, those IDs might have restrictions on their values, this is why the base [TileSetSource] class only exposes getters for them.
-
You can iterate over all tiles exposed by a TileSetSource by first iterating over coordinates IDs using [method get_tiles_count] and [method get_tile_id], then over alternative IDs using [method get_alternative_tiles_count] and [method get_alternative_tile_id].
</description>
<tutorials>
diff --git a/doc/classes/Time.xml b/doc/classes/Time.xml
index cdbe30c444..1abe017a4d 100644
--- a/doc/classes/Time.xml
+++ b/doc/classes/Time.xml
@@ -17,7 +17,7 @@
<return type="Dictionary" />
<param index="0" name="utc" type="bool" default="false" />
<description>
- Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/code] (Daylight Savings Time).
+ Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], and [code]weekday[/code].
The returned values are in the system's local time when [param utc] is [code]false[/code], otherwise they are in UTC.
</description>
</method>
@@ -57,7 +57,7 @@
<return type="Dictionary" />
<param index="0" name="utc" type="bool" default="false" />
<description>
- Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], and [code]second[/code].
+ Returns the current date as a dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/code], [code]minute[/code], [code]second[/code], and [code]dst[/code] (Daylight Savings Time).
</description>
</method>
<method name="get_datetime_dict_from_unix_time" qualifiers="const">
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index 905b3d77af..23d20a5a75 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -123,6 +123,12 @@
Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="looking_at" qualifiers="const">
<return type="Transform2D" />
<param index="0" name="target" type="Vector2" default="Vector2(0, 0)" />
diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml
index 18b4f9e6f9..b3145ea022 100644
--- a/doc/classes/Transform3D.xml
+++ b/doc/classes/Transform3D.xml
@@ -82,6 +82,12 @@
Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="looking_at" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="target" type="Vector3" />
diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml
index 314be9adf8..ae2f8d8dff 100644
--- a/doc/classes/Translation.xml
+++ b/doc/classes/Translation.xml
@@ -88,6 +88,12 @@
The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
</description>
</method>
+ <method name="get_translated_message_list" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ Returns all the messages (translated text).
+ </description>
+ </method>
</methods>
<members>
<member name="locale" type="String" setter="set_locale" getter="get_locale" default="&quot;en&quot;">
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index bf66d9f12a..584a2a2a7b 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -70,7 +70,7 @@
<return type="int" />
<param index="0" name="position" type="Vector2" />
<description>
- Returns the button id at [param position], or -1 if no button is there.
+ Returns the button ID at [param position], or -1 if no button is there.
</description>
</method>
<method name="get_column_at_position" qualifiers="const">
@@ -84,6 +84,7 @@
<return type="int" />
<param index="0" name="column" type="int" />
<description>
+ Returns the expand ratio assigned to the column.
</description>
</method>
<method name="get_column_title" qualifiers="const">
@@ -223,12 +224,14 @@
<return type="bool" />
<param index="0" name="column" type="int" />
<description>
+ Returns [code]true[/code] if the column has enabled clipping (see [method set_column_clip_content]).
</description>
</method>
<method name="is_column_expanding" qualifiers="const">
<return type="bool" />
<param index="0" name="column" type="int" />
<description>
+ Returns [code]true[/code] if the column has enabled expanding (see [method set_column_expand]).
</description>
</method>
<method name="scroll_to_item">
@@ -244,6 +247,7 @@
<param index="0" name="column" type="int" />
<param index="1" name="enable" type="bool" />
<description>
+ Allows to enable clipping for column's content, making the content size ignored.
</description>
</method>
<method name="set_column_custom_minimum_width">
@@ -251,7 +255,7 @@
<param index="0" name="column" type="int" />
<param index="1" name="min_width" type="int" />
<description>
- Overrides the calculated minimum width of a column. It can be set to `0` to restore the default behavior. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio].
+ Overrides the calculated minimum width of a column. It can be set to [code]0[/code] to restore the default behavior. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio].
</description>
</method>
<method name="set_column_expand">
@@ -259,7 +263,7 @@
<param index="0" name="column" type="int" />
<param index="1" name="expand" type="bool" />
<description>
- If [code]true[/code], the column will have the "Expand" flag of [Control]. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to [member Control.size_flags_stretch_ratio].
+ If [code]true[/code], the column will have the "Expand" flag of [Control]. Columns that have the "Expand" flag will use their expand ratio in a similar fashion to [member Control.size_flags_stretch_ratio] (see [method set_column_expand_ratio]).
</description>
</method>
<method name="set_column_expand_ratio">
@@ -267,6 +271,7 @@
<param index="0" name="column" type="int" />
<param index="1" name="ratio" type="int" />
<description>
+ Sets the relative expand ratio for a column. See [method set_column_expand].
</description>
</method>
<method name="set_column_title">
@@ -293,6 +298,14 @@
Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
</description>
</method>
+ <method name="set_selected">
+ <return type="void" />
+ <param index="0" name="item" type="TreeItem" />
+ <param index="1" name="column" type="int" />
+ <description>
+ Selects the specified [TreeItem] and column.
+ </description>
+ </method>
</methods>
<members>
<member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false">
@@ -312,6 +325,9 @@
The drop mode as an OR combination of flags. See [enum DropModeFlags] constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. Setting this during [method Control._can_drop_data] is recommended.
This controls the drop sections, i.e. the decision and drawing of possible drop locations based on the mouse position.
</member>
+ <member name="enable_recursive_folding" type="bool" setter="set_enable_recursive_folding" getter="is_recursive_folding_enabled" default="true">
+ If [code]true[/code], recursive folding is enabled for this [Tree]. Holding down Shift while clicking the fold arrow collapses or uncollapses the [TreeItem] and all its descendants.
+ </member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
<member name="hide_folding" type="bool" setter="set_hide_folding" getter="is_folding_hidden" default="false">
If [code]true[/code], the folding arrow is hidden.
@@ -506,6 +522,7 @@
</theme_item>
<theme_item name="outline_size" data_type="constant" type="int" default="0">
The size of the text outline.
+ [b]Note:[/b] If using a font with [member FontFile.multichannel_signed_distance_field] enabled, its [member FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of [theme_item outline_size] for outline rendering to look correct. Otherwise, the outline may appear to be cut off earlier than intended.
</theme_item>
<theme_item name="parent_hl_line_margin" data_type="constant" type="int" default="0">
The space between the parent relationship lines for the selected [TreeItem] and the relationship lines to its siblings that are not selected.
@@ -558,12 +575,6 @@
<theme_item name="updown" data_type="icon" type="Texture2D">
The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell.
</theme_item>
- <theme_item name="bg" data_type="style" type="StyleBox">
- Default [StyleBox] for the [Tree], i.e. used when the control is not being focused.
- </theme_item>
- <theme_item name="bg_focus" data_type="style" type="StyleBox">
- [StyleBox] used when the [Tree] is being focused.
- </theme_item>
<theme_item name="button_pressed" data_type="style" type="StyleBox">
[StyleBox] used when a button in the tree is pressed.
</theme_item>
@@ -582,6 +593,12 @@
<theme_item name="custom_button_pressed" data_type="style" type="StyleBox">
[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's pressed.
</theme_item>
+ <theme_item name="focus" data_type="style" type="StyleBox">
+ The focused style for the [Tree], drawn on top of everything.
+ </theme_item>
+ <theme_item name="panel" data_type="style" type="StyleBox">
+ The background style for the [Tree].
+ </theme_item>
<theme_item name="selected" data_type="style" type="StyleBox">
[StyleBox] for the selected items, used when the [Tree] is not being focused.
</theme_item>
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index fdae6d205d..ec6b166e57 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -78,7 +78,7 @@
<param index="0" name="column" type="int" />
<param index="1" name="id" type="int" />
<description>
- Returns the button index if there is a button with id [param id] in column [param column], otherwise returns -1.
+ Returns the button index if there is a button with ID [param id] in column [param column], otherwise returns -1.
</description>
</method>
<method name="get_button_count" qualifiers="const">
@@ -93,7 +93,7 @@
<param index="0" name="column" type="int" />
<param index="1" name="button_idx" type="int" />
<description>
- Returns the id for the button at index [param button_idx] in column [param column].
+ Returns the ID for the button at index [param button_idx] in column [param column].
</description>
</method>
<method name="get_button_tooltip_text" qualifiers="const">
@@ -321,6 +321,14 @@
Returns the [Tree] that owns this TreeItem.
</description>
</method>
+ <method name="is_any_collapsed">
+ <return type="bool" />
+ <param index="0" name="only_visible" type="bool" default="false" />
+ <description>
+ Returns [code]true[/code] if this [TreeItem], or any of its descendants, is collapsed.
+ If [param only_visible] is [code]true[/code] it ignores non-visible [TreeItem]s.
+ </description>
+ </method>
<method name="is_button_disabled" qualifiers="const">
<return type="bool" />
<param index="0" name="column" type="int" />
@@ -417,6 +425,15 @@
Sets the given column's button [Texture2D] at index [param button_idx] to [param button].
</description>
</method>
+ <method name="set_button_color">
+ <return type="void" />
+ <param index="0" name="column" type="int" />
+ <param index="1" name="button_idx" type="int" />
+ <param index="2" name="color" type="Color" />
+ <description>
+ Sets the given column's button color at index [param button_idx] to [param color].
+ </description>
+ </method>
<method name="set_button_disabled">
<return type="void" />
<param index="0" name="column" type="int" />
@@ -442,6 +459,13 @@
If [code]true[/code], the given [param column] is checked. Clears column's indeterminate status.
</description>
</method>
+ <method name="set_collapsed_recursive">
+ <return type="void" />
+ <param index="0" name="enable" type="bool" />
+ <description>
+ Collapses or uncollapses this [TreeItem] and all the descendants of this item.
+ </description>
+ </method>
<method name="set_custom_as_button">
<return type="void" />
<param index="0" name="column" type="int" />
diff --git a/doc/classes/TubeTrailMesh.xml b/doc/classes/TubeTrailMesh.xml
index ddc544dc97..7457aa4050 100644
--- a/doc/classes/TubeTrailMesh.xml
+++ b/doc/classes/TubeTrailMesh.xml
@@ -7,6 +7,12 @@
<tutorials>
</tutorials>
<members>
+ <member name="cap_bottom" type="bool" setter="set_cap_bottom" getter="is_cap_bottom" default="true">
+ If [code]true[/code], generates a cap at the bottom of the tube. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera.
+ </member>
+ <member name="cap_top" type="bool" setter="set_cap_top" getter="is_cap_top" default="true">
+ If [code]true[/code], generates a cap at the top of the tube. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera.
+ </member>
<member name="curve" type="Curve" setter="set_curve" getter="get_curve">
</member>
<member name="radial_steps" type="int" setter="set_radial_steps" getter="get_radial_steps" default="8">
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index c7fc78c1d3..eef35049e5 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -8,37 +8,89 @@
[Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween]; it would be difficult to do the same thing with an [AnimationPlayer] node. Tweens are also more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay.
A [Tween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [Tween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid and can't be used for tweening values.
A tween animation is created by adding [Tweener]s to the [Tween] object, using [method tween_property], [method tween_interval], [method tween_callback] or [method tween_method]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = GetTree().CreateTween();
+ tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f);
+ tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f);
+ tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree));
+ [/csharp]
+ [/codeblocks]
This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel].
When a [Tweener] is created with one of the [code]tween_*[/code] methods, a chained method call can be used to tweak the properties of this [Tweener]. For example, if you want to set a different transition type in the above example, you can use [method set_trans]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var tween = get_tree().create_tween()
tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE)
tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE)
tween.tween_callback($Sprite.queue_free)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = GetTree().CreateTween();
+ tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f).SetTrans(Tween.TransitionType.Sine);
+ tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f).SetTrans(Tween.TransitionType.Bounce);
+ tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree));
+ [/csharp]
+ [/codeblocks]
Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC)
tween.tween_property($Sprite, "modulate", Color.red, 1)
tween.tween_property($Sprite, "scale", Vector2(), 1)
tween.tween_callback($Sprite.queue_free)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween.TransitionType.Elastic);
+ tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f);
+ tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f);
+ tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree));
+ [/csharp]
+ [/codeblocks]
Another interesting use for [Tween]s is animating arbitrary sets of objects:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var tween = create_tween()
for sprite in get_children():
tween.tween_property(sprite, "position", Vector2(0, 0), 1)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = CreateTween();
+ foreach (Node sprite in GetChildren())
+ tween.TweenProperty(sprite, "position", Vector2.Zero, 1.0f);
+ [/csharp]
+ [/codeblocks]
In the example above, all children of a node are moved one after another to position (0, 0).
+ You should avoid using more than one [Tween] per object's property. If two or more tweens animate one property at the same time, the last one created will take priority and assign the final value. If you want to interrupt and restart an animation, consider assigning the [Tween] to a variable:
+ [codeblocks]
+ [gdscript]
+ var tween
+ func animate():
+ if tween:
+ tween.kill() # Abort the previous animation.
+ tween = create_tween()
+ [/gdscript]
+ [csharp]
+ private Tween tween;
+
+ public void Animate()
+ {
+ if (tween != null)
+ tween.Kill(); // Abort the previous animation
+ tween = CreateTween();
+ }
+ [/csharp]
+ [/codeblocks]
Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]
[b]Note:[/b] All [Tween]s will automatically start by default. To prevent a [Tween] from autostarting, you can call [method stop] immediately after it is created.
+ [b]Note:[/b] [Tween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]).
</description>
<tutorials>
</tutorials>
@@ -55,12 +107,20 @@
<return type="Tween" />
<description>
Used to chain two [Tweener]s after [method set_parallel] is called with [code]true[/code].
- [codeblock]
+ [codeblocks]
+ [gdscript]
var tween = create_tween().set_parallel(true)
tween.tween_property(...)
tween.tween_property(...) # Will run parallelly with above.
tween.chain().tween_property(...) # Will run after two above are finished.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = CreateTween().SetParallel(true);
+ tween.TweenProperty(...);
+ tween.TweenProperty(...); // Will run parallelly with above.
+ tween.Chain().TweenProperty(...); // Will run after two above are finished.
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="custom_step">
@@ -117,13 +177,22 @@
<method name="parallel">
<return type="Tween" />
<description>
- Makes the next [Tweener] run parallelly to the previous one. Example:
- [codeblock]
+ Makes the next [Tweener] run parallelly to the previous one.
+ [b]Example:[/b]
+ [codeblocks]
+ [gdscript]
var tween = create_tween()
tween.tween_property(...)
tween.parallel().tween_property(...)
tween.parallel().tween_property(...)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = CreateTween();
+ tween.TweenProperty(...);
+ tween.Parallel().TweenProperty(...);
+ tween.Parallel().TweenProperty(...);
+ [/csharp]
+ [/codeblocks]
All [Tweener]s in the example will run at the same time.
You can make the [Tween] parallel by default by using [method set_parallel].
</description>
@@ -204,17 +273,31 @@
<param index="0" name="callback" type="Callable" />
<description>
Creates and appends a [CallbackTweener]. This method can be used to call an arbitrary method in any object. Use [method Callable.bind] to bind additional arguments for the call.
- Example: object that keeps shooting every 1 second.
- [codeblock]
+ [b]Example:[/b] Object that keeps shooting every 1 second:
+ [codeblocks]
+ [gdscript]
var tween = get_tree().create_tween().set_loops()
tween.tween_callback(shoot).set_delay(1)
- [/codeblock]
- Example: turning a sprite red and then blue, with 2 second delay.
- [codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = GetTree().CreateTween().SetLoops();
+ tween.TweenCallback(new Callable(Shoot)).SetDelay(1.0f);
+ [/csharp]
+ [/codeblocks]
+ [b]Example:[/b] Turning a sprite red and then blue, with 2 second delay:
+ [codeblocks]
+ [gdscript]
var tween = get_tree().create_tween()
tween.tween_callback($Sprite.set_modulate.bind(Color.red)).set_delay(2)
tween.tween_callback($Sprite.set_modulate.bind(Color.blue)).set_delay(2)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = GetTree().CreateTween();
+ Sprite2D sprite = GetNode&lt;Sprite2D&gt;("Sprite");
+ tween.TweenCallback(new Callable(() =&gt; sprite.Modulate = Colors.Red)).SetDelay(2.0f);
+ tween.TweenCallback(new Callable(() =&gt; sprite.Modulate = Colors.Blue)).SetDelay(2.0f);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="tween_interval">
@@ -222,14 +305,22 @@
<param index="0" name="time" type="float" />
<description>
Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative to using the delay in other [Tweener]s, or when there's no animation (in which case the [Tween] acts as a timer). [param time] is the length of the interval, in seconds.
- Example: creating an interval in code execution.
- [codeblock]
+ [b]Example:[/b] Creating an interval in code execution:
+ [codeblocks]
+ [gdscript]
# ... some code
await create_tween().tween_interval(2).finished
# ... more code
- [/codeblock]
- Example: creating an object that moves back and forth and jumps every few seconds.
- [codeblock]
+ [/gdscript]
+ [csharp]
+ // ... some code
+ await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName.Finished);
+ // ... more code
+ [/csharp]
+ [/codeblocks]
+ [b]Example:[/b] Creating an object that moves back and forth and jumps every few seconds:
+ [codeblocks]
+ [gdscript]
var tween = create_tween().set_loops()
tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative()
tween.tween_callback(jump)
@@ -237,7 +328,17 @@
tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative()
tween.tween_callback(jump)
tween.tween_interval(2)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = CreateTween().SetLoops();
+ tween.TweenProperty(GetNode("Sprite"), "position:x", 200.0f, 1.0f).AsRelative();
+ tween.TweenCallback(new Callable(Jump));
+ tween.TweenInterval(2.0f);
+ tween.TweenProperty(GetNode("Sprite"), "position:x", -200.0f, 1.0f).AsRelative();
+ tween.TweenCallback(new Callable(Jump));
+ tween.TweenInterval(2.0f);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="tween_method">
@@ -248,20 +349,42 @@
<param index="3" name="duration" type="float" />
<description>
Creates and appends a [MethodTweener]. This method is similar to a combination of [method tween_callback] and [method tween_property]. It calls a method over time with a tweened value provided as an argument. The value is tweened between [param from] and [param to] over the time specified by [param duration], in seconds. Use [method Callable.bind] to bind additional arguments for the call. You can use [method MethodTweener.set_ease] and [method MethodTweener.set_trans] to tweak the easing and transition of the value or [method MethodTweener.set_delay] to delay the tweening.
- Example: making a 3D object look from one point to another point.
- [codeblock]
+ [b]Example:[/b] Making a 3D object look from one point to another point:
+ [codeblocks]
+ [gdscript]
var tween = create_tween()
tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, 0, -1), 1) # The look_at() method takes up vector as second argument.
- [/codeblock]
- Example: setting a text of a [Label], using an intermediate method and after a delay.
- [codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = CreateTween();
+ tween.TweenMethod(new Callable(() =&gt; LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument.
+ [/csharp]
+ [/codeblocks]
+ [b]Example:[/b] Setting the text of a [Label], using an intermediate method and after a delay:
+ [codeblocks]
+ [gdscript]
func _ready():
var tween = create_tween()
tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)
func set_label_text(value: int):
$Label.text = "Counting " + str(value)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ base._Ready();
+
+ Tween tween = CreateTween();
+ tween.TweenMethod(new Callable(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f);
+ }
+
+ private void SetLabelText(int value)
+ {
+ GetNode&lt;Label&gt;("Label").Text = $"Counting {value}";
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="tween_property">
@@ -271,20 +394,35 @@
<param index="2" name="final_val" type="Variant" />
<param index="3" name="duration" type="float" />
<description>
- Creates and appends a [PropertyTweener]. This method tweens a [param property] of an [param object] between an initial value and [param final_val] in a span of time equal to [param duration], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts. For example:
- [codeblock]
+ Creates and appends a [PropertyTweener]. This method tweens a [param property] of an [param object] between an initial value and [param final_val] in a span of time equal to [param duration], in seconds. The initial value by default is the property's value at the time the tweening of the [PropertyTweener] starts.
+ [b]Example:[/b]
+ [codeblocks]
+ [gdscript]
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 200), 1)
tween.tween_property($Sprite, "position", Vector2(200, 300), 1)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = CreateTween();
+ tween.TweenProperty(GetNode("Sprite"), "position", new Vector2(100.0f, 200.0f), 1.0f);
+ tween.TweenProperty(GetNode("Sprite"), "position", new Vector2(200.0f, 300.0f), 1.0f);
+ [/csharp]
+ [/codeblocks]
will move the sprite to position (100, 200) and then to (200, 300). If you use [method PropertyTweener.from] or [method PropertyTweener.from_current], the starting position will be overwritten by the given value instead. See other methods in [PropertyTweener] to see how the tweening can be tweaked further.
[b]Note:[/b] You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component.
- Example: moving object twice from the same position, with different transition types.
- [codeblock]
+ [b]Example:[/b] Moving an object twice from the same position, with different transition types:
+ [codeblocks]
+ [gdscript]
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().set_trans(Tween.TRANS_SINE)
tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().from_current().set_trans(Tween.TRANS_EXPO)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Tween tween = CreateTween();
+ tween.TweenProperty(GetNode("Sprite"), "position", Vector2.Right * 300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);
+ tween.TweenProperty(GetNode("Sprite"), "position", Vector2.Right * 300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType.Expo);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
</methods>
diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml
index 3ef59b1c39..7258efbdda 100644
--- a/doc/classes/UndoRedo.xml
+++ b/doc/classes/UndoRedo.xml
@@ -62,12 +62,11 @@
<tutorials>
</tutorials>
<methods>
- <method name="add_do_method" qualifiers="vararg">
+ <method name="add_do_method">
<return type="void" />
- <param index="0" name="object" type="Object" />
- <param index="1" name="method" type="StringName" />
+ <param index="0" name="callable" type="Callable" />
<description>
- Register a [param method] that will be called when the action is committed.
+ Register a [Callable] that will be called when the action is committed.
</description>
</method>
<method name="add_do_property">
@@ -86,12 +85,11 @@
Register a reference for "do" that will be erased if the "do" history is lost. This is useful mostly for new nodes created for the "do" call. Do not use for resources.
</description>
</method>
- <method name="add_undo_method" qualifiers="vararg">
+ <method name="add_undo_method">
<return type="void" />
- <param index="0" name="object" type="Object" />
- <param index="1" name="method" type="StringName" />
+ <param index="0" name="callable" type="Callable" />
<description>
- Register a [param method] that will be called when the action is undone.
+ Register a [Callable] that will be called when the action is undone.
</description>
</method>
<method name="add_undo_property">
diff --git a/doc/classes/VSlider.xml b/doc/classes/VSlider.xml
index 36954a6912..4bc98dea6f 100644
--- a/doc/classes/VSlider.xml
+++ b/doc/classes/VSlider.xml
@@ -14,6 +14,9 @@
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="1" />
</members>
<theme_items>
+ <theme_item name="grabber_offset" data_type="constant" type="int" default="0">
+ Horizontal offset of the grabber.
+ </theme_item>
<theme_item name="grabber" data_type="icon" type="Texture2D">
The texture for the grabber (the draggable element).
</theme_item>
@@ -30,6 +33,7 @@
The background of the area below the grabber.
</theme_item>
<theme_item name="grabber_area_highlight" data_type="style" type="StyleBox">
+ The background of the area below the grabber that displays when it's being hovered or focused.
</theme_item>
<theme_item name="slider" data_type="style" type="StyleBox">
The background for the whole slider. Determines the width of the [code]grabber_area[/code].
diff --git a/doc/classes/VSplitContainer.xml b/doc/classes/VSplitContainer.xml
index b933fb2805..c60d15d9c9 100644
--- a/doc/classes/VSplitContainer.xml
+++ b/doc/classes/VSplitContainer.xml
@@ -13,6 +13,9 @@
<theme_item name="autohide" data_type="constant" type="int" default="1">
Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically when it isn't under the cursor. If 0 ([code]false[/code]), it's always visible.
</theme_item>
+ <theme_item name="minimum_grab_thickness" data_type="constant" type="int" default="6">
+ The minimum thickness of the area users can click on to grab the splitting line. If [theme_item separation] or [theme_item grabber]'s thickness are too small, this ensure that the splitting line can still be dragged.
+ </theme_item>
<theme_item name="separation" data_type="constant" type="int" default="12">
The space between sides of the container.
</theme_item>
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index e1852340c0..c47933ccb7 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -5,7 +5,8 @@
</brief_description>
<description>
2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
- It uses floating-point coordinates. See [Vector2i] for its integer counterpart.
+ It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
+ See [Vector2i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
</description>
<tutorials>
@@ -85,6 +86,16 @@
Returns the aspect ratio of this vector, the ratio of [member x] to [member y].
</description>
</method>
+ <method name="bezier_derivative" qualifiers="const">
+ <return type="Vector2" />
+ <param index="0" name="control_1" type="Vector2" />
+ <param index="1" name="control_2" type="Vector2" />
+ <param index="2" name="end" type="Vector2" />
+ <param index="3" name="t" type="float" />
+ <description>
+ Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
+ </description>
+ </method>
<method name="bezier_interpolate" qualifiers="const">
<return type="Vector2" />
<param index="0" name="control_1" type="Vector2" />
@@ -92,14 +103,14 @@
<param index="2" name="end" type="Vector2" />
<param index="3" name="t" type="float" />
<description>
- Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
+ Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
</description>
</method>
<method name="bounce" qualifiers="const">
<return type="Vector2" />
<param index="0" name="n" type="Vector2" />
<description>
- Returns the vector "bounced off" from a plane defined by the given normal.
+ Returns a new vector "bounced off" from a plane defined by the given normal.
</description>
</method>
<method name="ceil" qualifiers="const">
@@ -206,6 +217,12 @@
Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="is_normalized" qualifiers="const">
<return type="bool" />
<description>
@@ -270,7 +287,7 @@
<method name="normalized" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
+ Returns a new vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
</description>
</method>
<method name="orthogonal" qualifiers="const">
@@ -297,21 +314,21 @@
<return type="Vector2" />
<param index="0" name="b" type="Vector2" />
<description>
- Returns this vector projected onto the vector [code]b[/code].
+ Returns the result of projecting the vector onto the given vector [param b].
</description>
</method>
<method name="reflect" qualifiers="const">
<return type="Vector2" />
<param index="0" name="n" type="Vector2" />
<description>
- Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector [param n].
+ Returns the result of reflecting the vector from a line defined by the given direction vector [param n].
</description>
</method>
<method name="rotated" qualifiers="const">
<return type="Vector2" />
<param index="0" name="angle" type="float" />
<description>
- Returns the vector rotated by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad].
+ Returns the result of rotating this vector by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad].
</description>
</method>
<method name="round" qualifiers="const">
@@ -323,7 +340,7 @@
<method name="sign" qualifiers="const">
<return type="Vector2" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="slerp" qualifiers="const">
@@ -339,14 +356,14 @@
<return type="Vector2" />
<param index="0" name="n" type="Vector2" />
<description>
- Returns this vector slid along a plane defined by the given normal.
+ Returns the result of sliding the vector along a plane defined by the given normal.
</description>
</method>
<method name="snapped" qualifiers="const">
<return type="Vector2" />
<param index="0" name="step" type="Vector2" />
<description>
- Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
+ Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
</description>
</method>
</methods>
diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml
index eab880e57f..db6bc8f237 100644
--- a/doc/classes/Vector2i.xml
+++ b/doc/classes/Vector2i.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
- It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required.
+ It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector2] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code].
</description>
<tutorials>
@@ -92,7 +92,14 @@
<method name="sign" qualifiers="const">
<return type="Vector2i" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
+ </description>
+ </method>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector2i" />
+ <param index="0" name="step" type="Vector2i" />
+ <description>
+ Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
</description>
</method>
</methods>
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 1ef84050cd..c961825ab3 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -5,7 +5,8 @@
</brief_description>
<description>
3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.
- It uses floating-point coordinates. See [Vector3i] for its integer counterpart.
+ It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
+ See [Vector3i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
</description>
<tutorials>
@@ -61,6 +62,16 @@
Returns the unsigned minimum angle to the given vector, in radians.
</description>
</method>
+ <method name="bezier_derivative" qualifiers="const">
+ <return type="Vector3" />
+ <param index="0" name="control_1" type="Vector3" />
+ <param index="1" name="control_2" type="Vector3" />
+ <param index="2" name="end" type="Vector3" />
+ <param index="3" name="t" type="float" />
+ <description>
+ Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
+ </description>
+ </method>
<method name="bezier_interpolate" qualifiers="const">
<return type="Vector3" />
<param index="0" name="control_1" type="Vector3" />
@@ -68,7 +79,7 @@
<param index="2" name="end" type="Vector3" />
<param index="3" name="t" type="float" />
<description>
- Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
+ Returns the point at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points.
</description>
</method>
<method name="bounce" qualifiers="const">
@@ -174,10 +185,16 @@
Returns [code]true[/code] if this vector and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="is_normalized" qualifiers="const">
<return type="bool" />
<description>
- Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
+ Returns [code]true[/code] if the vector is [method normalized], [code]false[/code] otherwise.
</description>
</method>
<method name="is_zero_approx" qualifiers="const">
@@ -238,18 +255,22 @@
<method name="normalized" qualifiers="const">
<return type="Vector3" />
<description>
- Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
+ Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. See also [method is_normalized].
</description>
</method>
<method name="octahedron_decode" qualifiers="static">
<return type="Vector3" />
<param index="0" name="uv" type="Vector2" />
<description>
+ Returns the [Vector3] from an octahedral-compressed form created using [method octahedron_encode] (stored as a [Vector2]).
</description>
</method>
<method name="octahedron_encode" qualifiers="const">
<return type="Vector2" />
<description>
+ Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form of compression can be used to pass greater amounts of [method normalized] [Vector3]s without increasing storage or memory requirements. See also [method octahedron_decode].
+ [b]Note:[/b] [method octahedron_encode] can only be used for [method normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether this [Vector3] is normalized, and will return a value that does not decompress to the original value if the [Vector3] is not normalized.
+ [b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual differences are rarely perceptible in real world scenarios.
</description>
</method>
<method name="outer" qualifiers="const">
@@ -277,14 +298,14 @@
<return type="Vector3" />
<param index="0" name="b" type="Vector3" />
<description>
- Returns this vector projected onto the vector [param b].
+ Returns the result of projecting the vector onto the given vector [param b].
</description>
</method>
<method name="reflect" qualifiers="const">
<return type="Vector3" />
<param index="0" name="n" type="Vector3" />
<description>
- Returns this vector reflected from a plane defined by the given normal.
+ Returns the result of reflecting the vector from a plane defined by the given normal [param n].
</description>
</method>
<method name="rotated" qualifiers="const">
@@ -292,7 +313,7 @@
<param index="0" name="axis" type="Vector3" />
<param index="1" name="angle" type="float" />
<description>
- Rotates this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector.
+ Returns the result of rotating this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. See also [method @GlobalScope.deg_to_rad].
</description>
</method>
<method name="round" qualifiers="const">
@@ -304,7 +325,7 @@
<method name="sign" qualifiers="const">
<return type="Vector3" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="signed_angle_to" qualifiers="const">
@@ -328,14 +349,14 @@
<return type="Vector3" />
<param index="0" name="n" type="Vector3" />
<description>
- Returns this vector slid along a plane defined by the given normal.
+ Returns a new vector slid along a plane defined by the given normal.
</description>
</method>
<method name="snapped" qualifiers="const">
<return type="Vector3" />
<param index="0" name="step" type="Vector3" />
<description>
- Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
+ Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
</description>
</method>
</methods>
diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml
index 1c2a033f7a..5c6dc3c1c5 100644
--- a/doc/classes/Vector3i.xml
+++ b/doc/classes/Vector3i.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.
- It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required.
+ It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector3] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
</description>
<tutorials>
@@ -87,7 +87,14 @@
<method name="sign" qualifiers="const">
<return type="Vector3i" />
<description>
- Returns the vector with each component set to one or negative one, depending on the signs of the components.
+ Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
+ </description>
+ </method>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector3i" />
+ <param index="0" name="step" type="Vector3i" />
+ <description>
+ Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
</description>
</method>
</methods>
diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml
index fdc93f82ec..c811817bdc 100644
--- a/doc/classes/Vector4.xml
+++ b/doc/classes/Vector4.xml
@@ -5,7 +5,8 @@
</brief_description>
<description>
4-element structure that can be used to represent any quadruplet of numeric values.
- It uses floating-point coordinates. See [Vector4i] for its integer counterpart.
+ It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
+ See [Vector4i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code].
</description>
<tutorials>
@@ -135,6 +136,12 @@
Returns [code]true[/code] if this vector and [param with] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
+ <method name="is_finite" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if this vector is finite, by calling [method @GlobalScope.is_finite] on each component.
+ </description>
+ </method>
<method name="is_normalized" qualifiers="const">
<return type="bool" />
<description>
@@ -183,21 +190,21 @@
<method name="normalized" qualifiers="const">
<return type="Vector4" />
<description>
- Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
+ Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code].
</description>
</method>
<method name="posmod" qualifiers="const">
<return type="Vector4" />
<param index="0" name="mod" type="float" />
<description>
- Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
+ Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod].
</description>
</method>
<method name="posmodv" qualifiers="const">
<return type="Vector4" />
<param index="0" name="modv" type="Vector4" />
<description>
- Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
+ Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components.
</description>
</method>
<method name="round" qualifiers="const">
@@ -209,14 +216,14 @@
<method name="sign" qualifiers="const">
<return type="Vector4" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="snapped" qualifiers="const">
<return type="Vector4" />
<param index="0" name="step" type="Vector4" />
<description>
- Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals.
+ Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals.
</description>
</method>
</methods>
diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml
index 3eea93ce1f..95797df90a 100644
--- a/doc/classes/Vector4i.xml
+++ b/doc/classes/Vector4i.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
4-element structure that can be used to represent 4D grid coordinates or sets of integers.
- It uses integer coordinates. See [Vector4] for its floating-point counterpart.
+ It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
</description>
<tutorials>
</tutorials>
@@ -83,7 +83,14 @@
<method name="sign" qualifiers="const">
<return type="Vector4i" />
<description>
- Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
+ Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
+ </description>
+ </method>
+ <method name="snapped" qualifiers="const">
+ <return type="Vector4i" />
+ <param index="0" name="step" type="Vector4i" />
+ <description>
+ Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step].
</description>
</method>
</methods>
@@ -133,12 +140,20 @@
<return type="Vector4i" />
<param index="0" name="right" type="Vector4i" />
<description>
+ Gets the remainder of each component of the [Vector4i] with the components of the given [Vector4i]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
+ [codeblock]
+ print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints "(3, -4, 3, 0)"
+ [/codeblock]
</description>
</operator>
<operator name="operator %">
<return type="Vector4i" />
<param index="0" name="right" type="int" />
<description>
+ Gets the remainder of each component of the [Vector4i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers.
+ [codeblock]
+ print(Vector4i(10, -20, 30, -40) % 7) # Prints "(3, -6, 2, -5)"
+ [/codeblock]
</description>
</operator>
<operator name="operator *">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 87ee26fa32..236d34383f 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -45,6 +45,13 @@
Returns the currently active 3D camera.
</description>
</method>
+ <method name="get_canvas_cull_mask_bit" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="layer" type="int" />
+ <description>
+ Returns an individual bit on the rendering layer mask.
+ </description>
+ </method>
<method name="get_final_transform" qualifiers="const">
<return type="Transform2D" />
<description>
@@ -71,6 +78,12 @@
<description>
</description>
</method>
+ <method name="get_screen_transform" qualifiers="const">
+ <return type="Transform2D" />
+ <description>
+ Returns the transform from the Viewport's coordinates to the screen coordinates of the containing window manager window.
+ </description>
+ </method>
<method name="get_texture" qualifiers="const">
<return type="ViewportTexture" />
<description>
@@ -129,6 +142,9 @@
<method name="is_input_handled" qualifiers="const">
<return type="bool" />
<description>
+ Returns whether the current [InputEvent] has been handled. Input events are not handled until [method set_input_as_handled] has been called during the lifetime of an [InputEvent].
+ This is usually done as part of input handling methods like [method Node._input], [method Control._gui_input] or others, as well as in corresponding signal handlers.
+ If [member handle_input_locally] is set to [code]false[/code], this method will try finding the first parent viewport that is set to handle input locally, and return its value for [method is_input_handled] instead.
</description>
</method>
<method name="push_input">
@@ -136,6 +152,13 @@
<param index="0" name="event" type="InputEvent" />
<param index="1" name="in_local_coords" type="bool" default="false" />
<description>
+ Triggers the given [param event] in this [Viewport]. This can be used to pass an [InputEvent] between viewports, or to locally apply inputs that were sent over the network or saved to a file.
+ If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates.
+ While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].
+ Calling this method will propagate calls to child nodes for following methods in the given order:
+ - [method Node._input]
+ - [method Control._gui_input] for [Control] nodes
+ If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called.
</description>
</method>
<method name="push_text_input">
@@ -149,6 +172,23 @@
<param index="0" name="event" type="InputEvent" />
<param index="1" name="in_local_coords" type="bool" default="false" />
<description>
+ Triggers the given [InputEvent] in this [Viewport]. This can be used to pass input events between viewports, or to locally apply inputs that were sent over the network or saved to a file.
+ If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates.
+ While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].
+ Calling this method will propagate calls to child nodes for following methods in the given order:
+ - [method Node._shortcut_input]
+ - [method Node._unhandled_input]
+ - [method Node._unhandled_key_input]
+ If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called.
+ If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking.
+ </description>
+ </method>
+ <method name="set_canvas_cull_mask_bit">
+ <return type="void" />
+ <param index="0" name="layer" type="int" />
+ <param index="1" name="enable" type="bool" />
+ <description>
+ Set/clear individual bits on the rendering layer mask. This simplifies editing this [Viewport]'s layers.
</description>
</method>
<method name="set_input_as_handled">
@@ -180,6 +220,9 @@
<member name="audio_listener_enable_3d" type="bool" setter="set_as_audio_listener_3d" getter="is_audio_listener_3d" default="false">
If [code]true[/code], the viewport will process 3D audio streams.
</member>
+ <member name="canvas_cull_mask" type="int" setter="set_canvas_cull_mask" getter="get_canvas_cull_mask" default="4294967295">
+ The rendering layers in which this [Viewport] renders [CanvasItem] nodes.
+ </member>
<member name="canvas_item_default_texture_filter" type="int" setter="set_default_canvas_item_texture_filter" getter="get_default_canvas_item_texture_filter" enum="Viewport.DefaultCanvasItemTextureFilter" default="1">
Sets the default filter mode used by [CanvasItem]s in this Viewport. See [enum DefaultCanvasItemTextureFilter] for options.
</member>
@@ -212,6 +255,9 @@
If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
</member>
<member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true">
+ If [code]true[/code], this viewport will mark incoming input events as handled by itself. If [code]false[/code], this is instead done by the the first parent viewport that is set to handle input locally.
+ A [SubViewportContainer] will automatically set this property to [code]false[/code] for the [Viewport] contained inside of it.
+ See also [method set_input_as_handled] and [method is_input_handled].
</member>
<member name="mesh_lod_threshold" type="float" setter="set_mesh_lod_threshold" getter="get_mesh_lod_threshold" default="1.0">
The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member mesh_lod_threshold] to improve performance at the cost of geometry detail.
@@ -278,6 +324,8 @@
If [code]true[/code], the viewport should render its background as transparent.
</member>
<member name="use_debanding" type="bool" setter="set_use_debanding" getter="is_using_debanding" default="false">
+ If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding].
+ In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
</member>
<member name="use_occlusion_culling" type="bool" setter="set_use_occlusion_culling" getter="is_using_occlusion_culling" default="false">
If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
@@ -295,6 +343,19 @@
</member>
<member name="vrs_texture" type="Texture2D" setter="set_vrs_texture" getter="get_vrs_texture">
Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE].
+ The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
+ [codeblock]
+ - 1x1 = rgb(0, 0, 0) - #000000
+ - 1x2 = rgb(0, 85, 0) - #005500
+ - 2x1 = rgb(85, 0, 0) - #550000
+ - 2x2 = rgb(85, 85, 0) - #555500
+ - 2x4 = rgb(85, 170, 0) - #55aa00
+ - 4x2 = rgb(170, 85, 0) - #aa5500
+ - 4x4 = rgb(170, 170, 0) - #aaaa00
+ - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
+ - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
+ - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
+ [/codeblock]
</member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source.
diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml
index 87de664aad..6bd64a50bb 100644
--- a/doc/classes/ViewportTexture.xml
+++ b/doc/classes/ViewportTexture.xml
@@ -6,6 +6,7 @@
<description>
Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can be used to mix controls, 2D, and 3D elements in the same scene.
To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport.
+ [b]Note:[/b] When local to scene, this texture uses [method Resource.setup_local_to_scene] to set the proxy texture and flags in the local viewport.
</description>
<tutorials>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
diff --git a/doc/classes/VisibleOnScreenEnabler2D.xml b/doc/classes/VisibleOnScreenEnabler2D.xml
index 50d0c00017..8590e9cc9f 100644
--- a/doc/classes/VisibleOnScreenEnabler2D.xml
+++ b/doc/classes/VisibleOnScreenEnabler2D.xml
@@ -1,23 +1,30 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisibleOnScreenEnabler2D" inherits="VisibleOnScreenNotifier2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Automatically disables another node if not visible on screen.
</brief_description>
<description>
+ VisibleOnScreenEnabler2D detects when it is visible on screen (just like [VisibleOnScreenNotifier2D]) and automatically enables or disables the target node. The target node is disabled when [VisibleOnScreenEnabler2D] is not visible on screen (including when [member CanvasItem.visible] is [code]false[/code]), and enabled when the enabler is visible. The disabling is achieved by changing [member Node.process_mode].
</description>
<tutorials>
</tutorials>
<members>
<member name="enable_mode" type="int" setter="set_enable_mode" getter="get_enable_mode" enum="VisibleOnScreenEnabler2D.EnableMode" default="0">
+ Determines how the node is enabled. Corresponds to [enum Node.ProcessMode]. Disabled node uses [constant Node.PROCESS_MODE_DISABLED].
</member>
<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath(&quot;..&quot;)">
+ The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is invalid, nothing will happen.
</member>
</members>
<constants>
<constant name="ENABLE_MODE_INHERIT" value="0" enum="EnableMode">
+ Corresponds to [constant Node.PROCESS_MODE_INHERIT].
</constant>
<constant name="ENABLE_MODE_ALWAYS" value="1" enum="EnableMode">
+ Corresponds to [constant Node.PROCESS_MODE_ALWAYS].
</constant>
<constant name="ENABLE_MODE_WHEN_PAUSED" value="2" enum="EnableMode">
+ Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED.
</constant>
</constants>
</class>
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index 9574686506..31811f817b 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -17,7 +17,7 @@
<method name="get_aabb" qualifiers="const">
<return type="AABB" />
<description>
- Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D]. See also [method get_transformed_aabb].
+ Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D].
</description>
</method>
<method name="get_base" qualifiers="const">
@@ -39,13 +39,6 @@
Returns whether or not the specified layer of the [member layers] is enabled, given a [code]layer_number[/code] between 1 and 20.
</description>
</method>
- <method name="get_transformed_aabb" qualifiers="const">
- <return type="AABB" />
- <description>
- Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance3D].
- Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Node3D]'s [Transform3D]. See also [method get_aabb].
- </description>
- </method>
<method name="set_base">
<return type="void" />
<param index="0" name="base" type="RID" />
@@ -63,7 +56,7 @@
</method>
</methods>
<members>
- <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask">
+ <member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1">
The render layer(s) this [VisualInstance3D] is drawn on.
This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to.
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
diff --git a/doc/classes/VisualShaderNodeFloatParameter.xml b/doc/classes/VisualShaderNodeFloatParameter.xml
index c0fd88294a..3b5bf57b4d 100644
--- a/doc/classes/VisualShaderNodeFloatParameter.xml
+++ b/doc/classes/VisualShaderNodeFloatParameter.xml
@@ -16,7 +16,7 @@
Enables usage of the [member default_value].
</member>
<member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeFloatParameter.Hint" default="0">
- A hint applied to the uniform, which controls the values it can take when set through the inspector.
+ A hint applied to the uniform, which controls the values it can take when set through the Inspector.
</member>
<member name="max" type="float" setter="set_max" getter="get_max" default="1.0">
Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml
index 6268a3fe09..2ebffcfe76 100644
--- a/doc/classes/VisualShaderNodeInput.xml
+++ b/doc/classes/VisualShaderNodeInput.xml
@@ -19,7 +19,7 @@
</methods>
<members>
<member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default="&quot;[None]&quot;">
- One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]).
+ One of the several input constants in lower-case style like: "vertex" ([code]VERTEX[/code]) or "point_size" ([code]POINT_SIZE[/code]).
</member>
</members>
<signals>
diff --git a/doc/classes/VisualShaderNodeParameter.xml b/doc/classes/VisualShaderNodeParameter.xml
index c66022f77d..55b10ac810 100644
--- a/doc/classes/VisualShaderNodeParameter.xml
+++ b/doc/classes/VisualShaderNodeParameter.xml
@@ -4,7 +4,7 @@
A base type for the parameters within the visual shader graph.
</brief_description>
<description>
- A parameter represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Parameters are exposed as properties in the [ShaderMaterial] and can be assigned from the inspector or from a script.
+ A parameter represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Parameters are exposed as properties in the [ShaderMaterial] and can be assigned from the Inspector or from a script.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml
index 92b2e66e5a..bd9df18394 100644
--- a/doc/classes/VoxelGIData.xml
+++ b/doc/classes/VoxelGIData.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
[VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] node. [VoxelGIData] also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the [VoxelGI] node again.
- [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the inspector then choosing [b]Save As...[/b].
+ [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b].
</description>
<tutorials>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index 2c0a694ef9..16ca486e4a 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -10,6 +10,66 @@
<tutorials>
</tutorials>
<methods>
+ <method name="add_theme_color_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="color" type="Color" />
+ <description>
+ Creates a local override for a theme [Color] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_color_override].
+ See also [method get_theme_color] and [method Control.add_theme_color_override] for more details.
+ </description>
+ </method>
+ <method name="add_theme_constant_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="constant" type="int" />
+ <description>
+ Creates a local override for a theme constant with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_constant_override].
+ See also [method get_theme_constant].
+ </description>
+ </method>
+ <method name="add_theme_font_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="font" type="Font" />
+ <description>
+ Creates a local override for a theme [Font] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_font_override].
+ See also [method get_theme_font].
+ </description>
+ </method>
+ <method name="add_theme_font_size_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="font_size" type="int" />
+ <description>
+ Creates a local override for a theme font size with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_font_size_override].
+ See also [method get_theme_font_size].
+ </description>
+ </method>
+ <method name="add_theme_icon_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="texture" type="Texture2D" />
+ <description>
+ Creates a local override for a theme icon with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_icon_override].
+ See also [method get_theme_icon].
+ </description>
+ </method>
+ <method name="add_theme_stylebox_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="stylebox" type="StyleBox" />
+ <description>
+ Creates a local override for a theme [StyleBox] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_stylebox_override].
+ See also [method get_theme_stylebox] and [method Control.add_theme_stylebox_override] for more details.
+ </description>
+ </method>
+ <method name="begin_bulk_theme_override">
+ <return type="void" />
+ <description>
+ Prevents [code]*_theme_*_override[/code] methods from emitting [constant NOTIFICATION_THEME_CHANGED] until [method end_bulk_theme_override] is called.
+ </description>
+ </method>
<method name="can_draw" qualifiers="const">
<return type="bool" />
<description>
@@ -22,6 +82,12 @@
Requests an update of the [Window] size to fit underlying [Control] nodes.
</description>
</method>
+ <method name="end_bulk_theme_override">
+ <return type="void" />
+ <description>
+ Ends a bulk theme override update. See [method begin_bulk_theme_override].
+ </description>
+ </method>
<method name="get_contents_minimum_size" qualifiers="const">
<return type="Vector2" />
<description>
@@ -41,7 +107,13 @@
Returns layout direction and text writing direction.
</description>
</method>
- <method name="get_real_size" qualifiers="const">
+ <method name="get_position_with_decorations" qualifiers="const">
+ <return type="Vector2i" />
+ <description>
+ Returns the window's position including its border.
+ </description>
+ </method>
+ <method name="get_size_with_decorations" qualifiers="const">
<return type="Vector2i" />
<description>
Returns the window's size including its border.
@@ -52,7 +124,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns the [Color] at [param name] if the theme has [param theme_type].
+ Returns a [Color] from the first matching [Theme] in the tree if that [Theme] has a color item with the specified [param name] and [param theme_type].
See [method Control.get_theme_color] for more details.
</description>
</method>
@@ -61,29 +133,29 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns the constant at [param name] if the theme has [param theme_type].
+ Returns a constant from the first matching [Theme] in the tree if that [Theme] has a constant item with the specified [param name] and [param theme_type].
See [method Control.get_theme_color] for more details.
</description>
</method>
<method name="get_theme_default_base_scale" qualifiers="const">
<return type="float" />
<description>
- Returns the default base scale defined in the attached [Theme].
- See [member Theme.default_base_scale] for more details.
+ Returns the default base scale value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_base_scale] value.
+ See [method Control.get_theme_color] for details.
</description>
</method>
<method name="get_theme_default_font" qualifiers="const">
<return type="Font" />
<description>
- Returns the default [Font] defined in the attached [Theme].
- See [member Theme.default_font] for more details.
+ Returns the default font from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font] value.
+ See [method Control.get_theme_color] for details.
</description>
</method>
<method name="get_theme_default_font_size" qualifiers="const">
<return type="int" />
<description>
- Returns the default font size defined in the attached [Theme].
- See [member Theme.default_font_size] for more details.
+ Returns the default font size value from the first matching [Theme] in the tree if that [Theme] has a valid [member Theme.default_font_size] value.
+ See [method Control.get_theme_color] for details.
</description>
</method>
<method name="get_theme_font" qualifiers="const">
@@ -91,8 +163,8 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns the [Font] at [param name] if the theme has [param theme_type].
- See [method Control.get_theme_color] for more details.
+ Returns a [Font] from the first matching [Theme] in the tree if that [Theme] has a font item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
</description>
</method>
<method name="get_theme_font_size" qualifiers="const">
@@ -100,8 +172,8 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns the font size at [param name] if the theme has [param theme_type].
- See [method Control.get_theme_color] for more details.
+ Returns a font size from the first matching [Theme] in the tree if that [Theme] has a font size item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
</description>
</method>
<method name="get_theme_icon" qualifiers="const">
@@ -109,8 +181,8 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns the icon at [param name] if the theme has [param theme_type].
- See [method Control.get_theme_color] for more details.
+ Returns an icon from the first matching [Theme] in the tree if that [Theme] has an icon item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
</description>
</method>
<method name="get_theme_stylebox" qualifiers="const">
@@ -118,8 +190,8 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns the [StyleBox] at [param name] if the theme has [param theme_type].
- See [method Control.get_theme_color] for more details.
+ Returns a [StyleBox] from the first matching [Theme] in the tree if that [Theme] has a stylebox item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
</description>
</method>
<method name="grab_focus">
@@ -139,7 +211,16 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns [code]true[/code] if [Color] with [param name] is in [param theme_type].
+ Returns [code]true[/code] if there is a matching [Theme] in the tree that has a color item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
+ </description>
+ </method>
+ <method name="has_theme_color_override" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Returns [code]true[/code] if there is a local override for a theme [Color] with the specified [param name] in this [Control] node.
+ See [method add_theme_color_override].
</description>
</method>
<method name="has_theme_constant" qualifiers="const">
@@ -147,7 +228,16 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns [code]true[/code] if constant with [param name] is in [param theme_type].
+ Returns [code]true[/code] if there is a matching [Theme] in the tree that has a constant item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
+ </description>
+ </method>
+ <method name="has_theme_constant_override" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Returns [code]true[/code] if there is a local override for a theme constant with the specified [param name] in this [Control] node.
+ See [method add_theme_constant_override].
</description>
</method>
<method name="has_theme_font" qualifiers="const">
@@ -155,7 +245,16 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns [code]true[/code] if [Font] with [param name] is in [param theme_type].
+ Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
+ </description>
+ </method>
+ <method name="has_theme_font_override" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Returns [code]true[/code] if there is a local override for a theme [Font] with the specified [param name] in this [Control] node.
+ See [method add_theme_font_override].
</description>
</method>
<method name="has_theme_font_size" qualifiers="const">
@@ -163,7 +262,16 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns [code]true[/code] if font size with [param name] is in [param theme_type].
+ Returns [code]true[/code] if there is a matching [Theme] in the tree that has a font size item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
+ </description>
+ </method>
+ <method name="has_theme_font_size_override" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Returns [code]true[/code] if there is a local override for a theme font size with the specified [param name] in this [Control] node.
+ See [method add_theme_font_size_override].
</description>
</method>
<method name="has_theme_icon" qualifiers="const">
@@ -171,7 +279,16 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns [code]true[/code] if icon with [param name] is in [param theme_type].
+ Returns [code]true[/code] if there is a matching [Theme] in the tree that has an icon item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
+ </description>
+ </method>
+ <method name="has_theme_icon_override" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Returns [code]true[/code] if there is a local override for a theme icon with the specified [param name] in this [Control] node.
+ See [method add_theme_icon_override].
</description>
</method>
<method name="has_theme_stylebox" qualifiers="const">
@@ -179,7 +296,16 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="theme_type" type="StringName" default="&quot;&quot;" />
<description>
- Returns [code]true[/code] if [StyleBox] with [param name] is in [param theme_type].
+ Returns [code]true[/code] if there is a matching [Theme] in the tree that has a stylebox item with the specified [param name] and [param theme_type].
+ See [method Control.get_theme_color] for details.
+ </description>
+ </method>
+ <method name="has_theme_stylebox_override" qualifiers="const">
+ <return type="bool" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Returns [code]true[/code] if there is a local override for a theme [StyleBox] with the specified [param name] in this [Control] node.
+ See [method add_theme_stylebox_override].
</description>
</method>
<method name="hide">
@@ -258,6 +384,48 @@
If the [Window] is embedded, has the same effect as [method popup].
</description>
</method>
+ <method name="remove_theme_color_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Removes a local override for a theme [Color] with the specified [param name] previously added by [method add_theme_color_override] or via the Inspector dock.
+ </description>
+ </method>
+ <method name="remove_theme_constant_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Removes a local override for a theme constant with the specified [param name] previously added by [method add_theme_constant_override] or via the Inspector dock.
+ </description>
+ </method>
+ <method name="remove_theme_font_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Removes a local override for a theme [Font] with the specified [param name] previously added by [method add_theme_font_override] or via the Inspector dock.
+ </description>
+ </method>
+ <method name="remove_theme_font_size_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Removes a local override for a theme font size with the specified [param name] previously added by [method add_theme_font_size_override] or via the Inspector dock.
+ </description>
+ </method>
+ <method name="remove_theme_icon_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Removes a local override for a theme icon with the specified [param name] previously added by [method add_theme_icon_override] or via the Inspector dock.
+ </description>
+ </method>
+ <method name="remove_theme_stylebox_override">
+ <return type="void" />
+ <param index="0" name="name" type="StringName" />
+ <description>
+ Removes a local override for a theme [StyleBox] with the specified [param name] previously added by [method add_theme_stylebox_override] or via the Inspector dock.
+ </description>
+ </method>
<method name="request_attention">
<return type="void" />
<description>
@@ -355,7 +523,7 @@
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Window.Mode" default="0">
Set's the window's current mode.
- [b]Note:[/b] Fullscreen mode is not exclusive fullscreen on Windows and Linux.
+ [b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and Linux.
</member>
<member name="popup_window" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the [Window] will be considered a popup. Popups are sub-windows that don't show as separate windows in system's window manager's window list and will send close request when anything is clicked outside of them (unless [member exclusive] is enabled).
@@ -367,8 +535,8 @@
The window's size in pixels.
</member>
<member name="theme" type="Theme" setter="set_theme" getter="get_theme">
- The [Theme] resource that determines the style of the underlying [Control] nodes.
- [Window] styles will have no effect unless the window is embedded.
+ The [Theme] resource this node and all its [Control] and [Window] children use. If a child node has its own [Theme] resource set, theme items are merged with child's definitions having higher priority.
+ [b]Note:[/b] [Window] styles will have no effect unless the window is embedded.
</member>
<member name="theme_type_variation" type="StringName" setter="set_theme_type_variation" getter="get_theme_type_variation" default="&amp;&quot;&quot;">
The name of a theme type variation used by this [Window] to look up its own theme items. See [member Control.theme_type_variation] for more details.
@@ -377,11 +545,13 @@
The window's title. If the [Window] is non-embedded, title styles set in [Theme] will have no effect.
</member>
<member name="transient" type="bool" setter="set_transient" getter="is_transient" default="false">
- If [code]true[/code], the [Window] is transient, i.e. it's considered a child of another [Window]. Transient windows can't be in fullscreen mode and will return focus to their parent when closed.
+ If [code]true[/code], the [Window] is transient, i.e. it's considered a child of another [Window]. Transient window is will be destroyed with its transient parent and will return focus to their parent when closed. The transient window is displayed on top of a non-exclusive full-screen parent window. Transient windows can't enter full-screen mode.
Note that behavior might be different depending on the platform.
</member>
<member name="transparent" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows. Currently non-embedded [Window] transparency is implemented only for MacOS.
+ If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows.
+ [b]Note:[/b] For native windows, this flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
+ [b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
</member>
<member name="unfocusable" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible.
@@ -454,6 +624,11 @@
Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent.
</description>
</signal>
+ <signal name="titlebar_changed">
+ <description>
+ Emitted when window title bar decorations are changed, e.g. macOS window enter/exit full screen mode, or extend-to-title flag is changed.
+ </description>
+ </signal>
<signal name="visibility_changed">
<description>
Emitted when [Window] is made visible or disappears.
@@ -462,7 +637,7 @@
<signal name="window_input">
<param index="0" name="event" type="InputEvent" />
<description>
- Emitted when the [Window] is currently focused and receives any input, passing the received event as an argument.
+ Emitted when the [Window] is currently focused and receives any input, passing the received event as an argument. The event's position, if present, is in the embedder's coordinate system.
</description>
</signal>
</signals>
@@ -478,43 +653,45 @@
[b]Note:[/b] As an optimization, this notification won't be sent from changes that occur while this node is outside of the scene tree. Instead, all of the theme item updates can be applied at once when the node enters the scene tree.
</constant>
<constant name="MODE_WINDOWED" value="0" enum="Mode">
- Windowed mode, i.e. [Window] doesn't occupy whole screen (unless set to the size of the screen).
+ Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to the size of the screen).
</constant>
<constant name="MODE_MINIMIZED" value="1" enum="Mode">
- Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is presesd.
+ Minimized window mode, i.e. [Window] is not visible and available on window manager's window list. Normally happens when the minimize button is pressed.
</constant>
<constant name="MODE_MAXIMIZED" value="2" enum="Mode">
- Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the minimize button is presesd.
+ Maximized window mode, i.e. [Window] will occupy whole screen area except task bar and still display its borders. Normally happens when the maximize button is pressed.
</constant>
<constant name="MODE_FULLSCREEN" value="3" enum="Mode">
- Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
- Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
+ Full screen window mode. Note that this is not [i]exclusive[/i] full screen. On Windows and Linux, a borderless window is used to emulate full screen. On macOS, a new desktop is used to display the running project.
+ Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="MODE_EXCLUSIVE_FULLSCREEN" value="4" enum="Mode">
- Exclusive fullscreen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant MODE_FULLSCREEN].
- Only one window in exclusive fullscreen mode can be visible on a given screen at a time. If multiple windows are in exclusive fullscreen mode for the same screen, the last one being set to this mode takes precedence.
- Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
+ Exclusive full screen window mode. This mode is implemented on Windows only. On other platforms, it is equivalent to [constant MODE_FULLSCREEN].
+ Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
+ Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling full screen mode.
</constant>
<constant name="FLAG_RESIZE_DISABLED" value="0" enum="Flags">
- The window's ability to be resized. Set with [member unresizable].
+ The window can't be resizing by dragging its resize grip. It's still possible to resize the window using [member size]. This flag is ignored for full screen windows. Set with [member unresizable].
</constant>
<constant name="FLAG_BORDERLESS" value="1" enum="Flags">
- Borderless window. Set with [member borderless].
+ The window do not have native title bar and other decorations. This flag is ignored for full-screen windows. Set with [member borderless].
</constant>
<constant name="FLAG_ALWAYS_ON_TOP" value="2" enum="Flags">
- Flag for making the window always on top of all other windows. Set with [member always_on_top].
+ The window is floating on top of all other windows. This flag is ignored for full-screen windows. Set with [member always_on_top].
</constant>
<constant name="FLAG_TRANSPARENT" value="3" enum="Flags">
- Flag for per-pixel transparency. Set with [member transparent].
+ The window background can be transparent.
+ [b]Note:[/b] This flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. Set with [member transparent].
</constant>
<constant name="FLAG_NO_FOCUS" value="4" enum="Flags">
- The window's ability to gain focus. Set with [member unfocusable].
+ The window can't be focused. No-focus window will ignore all input, except mouse clicks. Set with [member unfocusable].
</constant>
<constant name="FLAG_POPUP" value="5" enum="Flags">
- Whether the window is popup or a regular window. Set with [member popup_window].
+ Window is part of menu or [OptionButton] dropdown. This flag can't be changed when the window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [code]transient parent[/code] set (see [member transient]).
</constant>
<constant name="FLAG_EXTEND_TO_TITLE" value="6" enum="Flags">
- Window contents is expanded to the full size of the window, window title bar is transparent.
+ Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. Set with [member extend_to_title].
+ [b]Note:[/b] This flag is implemented on macOS.
</constant>
<constant name="FLAG_MAX" value="7" enum="Flags">
Max value of the [enum Flags].
diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml
index b0cf126d7b..4a13389708 100644
--- a/doc/classes/World2D.xml
+++ b/doc/classes/World2D.xml
@@ -14,7 +14,7 @@
The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing.
</member>
<member name="direct_space_state" type="PhysicsDirectSpaceState2D" setter="" getter="get_direct_space_state">
- Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [code]_physics_process(delta)[/code] in the main thread.
+ Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
</member>
<member name="navigation_map" type="RID" setter="" getter="get_navigation_map">
The [RID] of this world's navigation map. Used by the [NavigationServer2D].
diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml
index f3c7136075..5e58bb0360 100644
--- a/doc/classes/World3D.xml
+++ b/doc/classes/World3D.xml
@@ -14,7 +14,7 @@
The default [CameraAttributes] resource to use if none set on the [Camera3D].
</member>
<member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state">
- Direct access to the world's physics 3D space state. Used for querying current and potential collisions.
+ Direct access to the world's physics 3D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [method Node._physics_process] in the main thread.
</member>
<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
The World3D's [Environment].
diff --git a/doc/classes/X509Certificate.xml b/doc/classes/X509Certificate.xml
index d8f54d0ec5..37b202a513 100644
--- a/doc/classes/X509Certificate.xml
+++ b/doc/classes/X509Certificate.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="X509Certificate" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- An X509 certificate (e.g. for SSL).
+ An X509 certificate (e.g. for TLS).
</brief_description>
<description>
The X509Certificate class represents an X509 certificate. Certificates can be loaded and saved like any other [Resource].
- They can be used as the server certificate in [method StreamPeerSSL.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to an SSL server via [method StreamPeerSSL.connect_to_stream].
+ They can be used as the server certificate in [method StreamPeerTLS.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to an TLS server via [method StreamPeerTLS.connect_to_stream].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml
index 6296b95e6c..05d5eb6673 100644
--- a/doc/classes/XRInterface.xml
+++ b/doc/classes/XRInterface.xml
@@ -32,7 +32,17 @@
<method name="get_play_area" qualifiers="const">
<return type="PackedVector3Array" />
<description>
- Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualise the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
+ Returns an array of vectors that denotes the physical play area mapped to the virtual space around the [XROrigin3D] point. The points form a convex polygon that can be used to react to or visualize the play area. This returns an empty array if this feature is not supported or if the information is not yet available.
+ </description>
+ </method>
+ <method name="get_projection_for_view">
+ <return type="Projection" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="aspect" type="float" />
+ <param index="2" name="near" type="float" />
+ <param index="3" name="far" type="float" />
+ <description>
+ Returns the projection matrix for a view/eye.
</description>
</method>
<method name="get_render_target_size">
@@ -47,6 +57,16 @@
If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
</description>
</method>
+ <method name="get_transform_for_view">
+ <return type="Transform3D" />
+ <param index="0" name="view" type="int" />
+ <param index="1" name="cam_transform" type="Transform3D" />
+ <description>
+ Returns the transform for a view/eye.
+ [param view] is the view/eye index.
+ [param cam_transform] is the transform that maps device coordinates to scene coordinates, typically the global_transform of the current XROrigin3D.
+ </description>
+ </method>
<method name="get_view_count">
<return type="int" />
<description>
@@ -66,7 +86,19 @@
<method name="is_initialized" qualifiers="const">
<return type="bool" />
<description>
- Is [code]true[/code] if this interface has been initialised.
+ Is [code]true[/code] if this interface has been initialized.
+ </description>
+ </method>
+ <method name="is_passthrough_enabled">
+ <return type="bool" />
+ <description>
+ Is [code]true[/code] if passthrough is enabled.
+ </description>
+ </method>
+ <method name="is_passthrough_supported">
+ <return type="bool" />
+ <description>
+ Is [code]true[/code] if this interface supports passthrough.
</description>
</method>
<method name="set_play_area_mode">
@@ -76,6 +108,19 @@
Sets the active play area mode, will return [code]false[/code] if the mode can't be used with this interface.
</description>
</method>
+ <method name="start_passthrough">
+ <return type="bool" />
+ <description>
+ Starts passthrough, will return [code]false[/code] if passthrough couldn't be started.
+ [b]Note:[/b] The viewport used for XR must have a transparent background, otherwise passthrough may not properly render.
+ </description>
+ </method>
+ <method name="stop_passthrough">
+ <return type="void" />
+ <description>
+ Stops passthrough.
+ </description>
+ </method>
<method name="supports_play_area_mode">
<return type="bool" />
<param index="0" name="mode" type="int" enum="XRInterface.PlayAreaMode" />
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index 06ef18b534..5ad67a7ea9 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -24,7 +24,7 @@
<method name="_get_camera_feed_id" qualifiers="virtual const">
<return type="int" />
<description>
- Returns the camera feed id for the [CameraFeed] registered with the [CameraServer] that should be presented as the background on an AR capable device (if applicable).
+ Returns the camera feed ID for the [CameraFeed] registered with the [CameraServer] that should be presented as the background on an AR capable device (if applicable).
</description>
</method>
<method name="_get_camera_transform" qualifiers="virtual">
@@ -39,6 +39,18 @@
Returns the capabilities of this interface.
</description>
</method>
+ <method name="_get_color_texture" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ Return color texture into which to render (if applicable).
+ </description>
+ </method>
+ <method name="_get_depth_texture" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ Return depth texture into which to render (if applicable).
+ </description>
+ </method>
<method name="_get_name" qualifiers="virtual const">
<return type="StringName" />
<description>
@@ -100,6 +112,12 @@
Returns a [Transform3D] for a given view.
</description>
</method>
+ <method name="_get_velocity_texture" qualifiers="virtual">
+ <return type="RID" />
+ <description>
+ Return velocity texture into which to render (if applicable).
+ </description>
+ </method>
<method name="_get_view_count" qualifiers="virtual">
<return type="int" />
<description>
@@ -120,14 +138,7 @@
<method name="_is_initialized" qualifiers="virtual const">
<return type="bool" />
<description>
- Returns [code]true[/code] if this interface has been initialised.
- </description>
- </method>
- <method name="_notification" qualifiers="virtual">
- <return type="void" />
- <param index="0" name="what" type="int" />
- <description>
- Informs the interface of an applicable system notification.
+ Returns [code]true[/code] if this interface has been initialized.
</description>
</method>
<method name="_post_draw_viewport" qualifiers="virtual">
@@ -213,6 +224,16 @@
Blits our render results to screen optionally applying lens distortion. This can only be called while processing [code]_commit_views[/code].
</description>
</method>
+ <method name="get_color_texture">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
+ <method name="get_depth_texture">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
<method name="get_render_target_texture">
<return type="RID" />
<param index="0" name="render_target" type="RID" />
@@ -220,5 +241,10 @@
Returns a valid [RID] for a texture to which we should render the current frame if supported by the interface.
</description>
</method>
+ <method name="get_velocity_texture">
+ <return type="RID" />
+ <description>
+ </description>
+ </method>
</methods>
</class>
diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml
index 7acee097e7..506d0fce41 100644
--- a/doc/classes/XROrigin3D.xml
+++ b/doc/classes/XROrigin3D.xml
@@ -13,6 +13,9 @@
<link title="XR documentation index">$DOCS_URL/tutorials/xr/index.html</link>
</tutorials>
<members>
+ <member name="current" type="bool" setter="set_current" getter="is_current" default="false">
+ Is this XROrigin3D node the current origin used by the [XRServer]?
+ </member>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0">
Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
[b]Note:[/b] This method is a passthrough to the [XRServer] itself.
diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml
index 0e58fab9b3..31a484ea40 100644
--- a/doc/classes/XRPose.xml
+++ b/doc/classes/XRPose.xml
@@ -30,7 +30,7 @@
<member name="name" type="StringName" setter="set_name" getter="get_name" default="&amp;&quot;&quot;">
The name of this pose. Pose names are often driven by an action map setup by the user. Godot does suggest a number of pose names that it expects [XRInterface]s to implement:
- [code]root[/code] defines a root location, often used for tracked objects that do not have further nodes.
- - [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for instance: add your raycasts to this.
+ - [code]aim[/code] defines the tip of a controller with the orientation pointing outwards, for example: add your raycasts to this.
- [code]grip[/code] defines the location where the user grips the controller
- [code]skeleton[/code] defines the root location a hand mesh should be placed when using hand tracking and the animated skeleton supplied by the XR runtime.
</member>
@@ -46,7 +46,7 @@
No tracking information is available for this pose.
</constant>
<constant name="XR_TRACKING_CONFIDENCE_LOW" value="1" enum="TrackingConfidence">
- Tracking information may be inaccurate or estimated. For instance with inside out tracking this would indicate a controller may be (partially) obscured.
+ Tracking information may be inaccurate or estimated. For example, with inside out tracking this would indicate a controller may be (partially) obscured.
</constant>
<constant name="XR_TRACKING_CONFIDENCE_HIGH" value="2" enum="TrackingConfidence">
Tracking information is deemed accurate and up to date.
diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml
index 48b00323d3..d940ea41ac 100644
--- a/doc/classes/XRServer.xml
+++ b/doc/classes/XRServer.xml
@@ -30,18 +30,18 @@
<param index="1" name="keep_height" type="bool" />
<description>
This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
- For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.
+ For platforms that do not offer spatial tracking, our origin point (0, 0, 0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.
For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.
This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.
For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.
- You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.
+ You should call this method after a few seconds have passed. For example, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.
</description>
</method>
<method name="find_interface" qualifiers="const">
<return type="XRInterface" />
<param index="0" name="name" type="String" />
<description>
- Finds an interface by its [param name]. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.
+ Finds an interface by its [param name]. For example, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.
</description>
</method>
<method name="get_hmd_transform">
diff --git a/doc/classes/float.xml b/doc/classes/float.xml
index 9d685b9cd0..755ce1200d 100644
--- a/doc/classes/float.xml
+++ b/doc/classes/float.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The [float] type can be stored in [Variant], which is the generic type used by the engine. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code].
- Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]float=64[/code] option.
+ Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]precision=double[/code] option.
Math done using the [float] type is not guaranteed to be exact or deterministic, and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality.
</description>
<tutorials>
@@ -28,6 +28,13 @@
</constructor>
<constructor name="float">
<return type="float" />
+ <param index="0" name="from" type="String" />
+ <description>
+ Converts a [String] to a [float], following the same rules as [method String.to_float].
+ </description>
+ </constructor>
+ <constructor name="float">
+ <return type="float" />
<param index="0" name="from" type="bool" />
<description>
Cast a [bool] value to a floating-point value, [code]float(true)[/code] will be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0.
@@ -114,12 +121,17 @@
<return type="Vector4" />
<param index="0" name="right" type="Vector4" />
<description>
+ Multiplies each component of the [Vector4] by the given [float].
</description>
</operator>
<operator name="operator *">
<return type="Vector4" />
<param index="0" name="right" type="Vector4i" />
<description>
+ Multiplies each component of the [Vector4i] by the given [float]. Returns a [Vector4].
+ [codeblock]
+ print(0.9 * Vector4i(10, 15, 20, -10)) # Prints "(9, 13.5, 18, -9)"
+ [/codeblock]
</description>
</operator>
<operator name="operator *">
@@ -140,12 +152,20 @@
<return type="float" />
<param index="0" name="right" type="float" />
<description>
+ Raises a [float] to a power of a [float].
+ [codeblock]
+ print(39.0625**0.25) # 2.5
+ [/codeblock]
</description>
</operator>
<operator name="operator **">
<return type="float" />
<param index="0" name="right" type="int" />
<description>
+ Raises a [float] to a power of an [int]. The result is a [float].
+ [codeblock]
+ print(0.9**3) # 0.729
+ [/codeblock]
</description>
</operator>
<operator name="operator +">
@@ -194,7 +214,7 @@
<return type="bool" />
<param index="0" name="right" type="float" />
<description>
- Returns [code]true[/code] the left float is less than the right one.
+ Returns [code]true[/code] if the left float is less than the right one.
</description>
</operator>
<operator name="operator &lt;">
@@ -208,7 +228,7 @@
<return type="bool" />
<param index="0" name="right" type="float" />
<description>
- Returns [code]true[/code] the left integer is less than or equal to the right one.
+ Returns [code]true[/code] if the left float is less than or equal to the right one.
</description>
</operator>
<operator name="operator &lt;=">
@@ -237,7 +257,7 @@
<return type="bool" />
<param index="0" name="right" type="float" />
<description>
- Returns [code]true[/code] the left float is greater than the right one.
+ Returns [code]true[/code] if the left float is greater than the right one.
</description>
</operator>
<operator name="operator &gt;">
@@ -251,7 +271,7 @@
<return type="bool" />
<param index="0" name="right" type="float" />
<description>
- Returns [code]true[/code] the left float is greater than or equal to the right one.
+ Returns [code]true[/code] if the left float is greater than or equal to the right one.
</description>
</operator>
<operator name="operator &gt;=">
diff --git a/doc/classes/int.xml b/doc/classes/int.xml
index 78e2e7d18f..93fc8386c6 100644
--- a/doc/classes/int.xml
+++ b/doc/classes/int.xml
@@ -54,6 +54,13 @@
</constructor>
<constructor name="int">
<return type="int" />
+ <param index="0" name="from" type="String" />
+ <description>
+ Converts a [String] to an [int], following the same rules as [method String.to_int].
+ </description>
+ </constructor>
+ <constructor name="int">
+ <return type="int" />
<param index="0" name="from" type="bool" />
<description>
Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0.
@@ -72,14 +79,14 @@
<return type="bool" />
<param index="0" name="right" type="float" />
<description>
- Returns [code]true[/code] if operands are different from each other.
+ Returns [code]true[/code] if this [int] is not equivalent to the given [float].
</description>
</operator>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="int" />
<description>
- Returns [code]true[/code] if operands are different from each other.
+ Returns [code]true[/code] if the integers are not equal.
</description>
</operator>
<operator name="operator %">
@@ -161,12 +168,14 @@
<return type="Vector4" />
<param index="0" name="right" type="Vector4" />
<description>
+ Multiplies each component of the [Vector4] by the given [int].
</description>
</operator>
<operator name="operator *">
<return type="Vector4i" />
<param index="0" name="right" type="Vector4i" />
<description>
+ Multiplies each component of the [Vector4i] by the given [int].
</description>
</operator>
<operator name="operator *">
@@ -187,19 +196,20 @@
<return type="float" />
<param index="0" name="right" type="float" />
<description>
+ Raises an [int] to a power of a [float]. The result is a [float].
+ [codeblock]
+ print(8**0.25) # 1.68179283050743
+ [/codeblock]
</description>
</operator>
<operator name="operator **">
<return type="int" />
<param index="0" name="right" type="int" />
<description>
- </description>
- </operator>
- <operator name="operator +">
- <return type="String" />
- <param index="0" name="right" type="String" />
- <description>
- Adds Unicode character with code [int] to the [String].
+ Raises an [int] to a power of a [int].
+ [codeblock]
+ print(5**5) # 3125
+ [/codeblock]
</description>
</operator>
<operator name="operator +">
@@ -262,7 +272,7 @@
<return type="bool" />
<param index="0" name="right" type="int" />
<description>
- Returns [code]true[/code] the left integer is less than the right one.
+ Returns [code]true[/code] if the left integer is less than the right one.
</description>
</operator>
<operator name="operator &lt;&lt;">
@@ -287,7 +297,7 @@
<return type="bool" />
<param index="0" name="right" type="int" />
<description>
- Returns [code]true[/code] the left integer is less than or equal to the right one.
+ Returns [code]true[/code] if the left integer is less than or equal to the right one.
</description>
</operator>
<operator name="operator ==">
@@ -315,7 +325,7 @@
<return type="bool" />
<param index="0" name="right" type="int" />
<description>
- Returns [code]true[/code] the left integer is greater than the right one.
+ Returns [code]true[/code] if the left integer is greater than the right one.
</description>
</operator>
<operator name="operator &gt;=">
@@ -329,7 +339,7 @@
<return type="bool" />
<param index="0" name="right" type="int" />
<description>
- Returns [code]true[/code] the left integer is greater than or equal to the right one.
+ Returns [code]true[/code] if the left integer is greater than or equal to the right one.
</description>
</operator>
<operator name="operator &gt;&gt;">
diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py
index cd7de085d8..1f71b77cbd 100755
--- a/doc/tools/make_rst.py
+++ b/doc/tools/make_rst.py
@@ -29,6 +29,12 @@ MARKUP_ALLOWED_SUBSEQUENT = " -.,:;!?\\/'\")]}>"
# write in this script (check `translate()` uses), and also hardcoded in
# `doc/translations/extract.py` to include them in the source POT file.
BASE_STRINGS = [
+ "All classes",
+ "Globals",
+ "Nodes",
+ "Resources",
+ "Other objects",
+ "Variant types",
"Description",
"Tutorials",
"Properties",
@@ -63,6 +69,19 @@ strings_l10n: Dict[str, str] = {}
STYLES: Dict[str, str] = {}
+CLASS_GROUPS: Dict[str, str] = {
+ "global": "Globals",
+ "node": "Nodes",
+ "resource": "Resources",
+ "object": "Other objects",
+ "variant": "Variant types",
+}
+CLASS_GROUPS_BASE: Dict[str, str] = {
+ "node": "Node",
+ "resource": "Resource",
+ "object": "Object",
+}
+
class State:
def __init__(self) -> None:
@@ -221,7 +240,7 @@ class State:
enum_def = class_def.enums[enum]
else:
- enum_def = EnumDef(enum, is_bitfield)
+ enum_def = EnumDef(enum, TypeName("int", enum), is_bitfield)
class_def.enums[enum] = enum_def
enum_def.values[constant_name] = constant_def
@@ -329,7 +348,7 @@ class State:
return cast
def sort_classes(self) -> None:
- self.classes = OrderedDict(sorted(self.classes.items(), key=lambda t: t[0]))
+ self.classes = OrderedDict(sorted(self.classes.items(), key=lambda t: t[0].lower()))
class TypeName:
@@ -439,9 +458,10 @@ class ConstantDef(DefinitionBase):
class EnumDef(DefinitionBase):
- def __init__(self, name: str, bitfield: bool) -> None:
+ def __init__(self, name: str, type_name: TypeName, bitfield: bool) -> None:
super().__init__("enum", name)
+ self.type_name = type_name
self.values: OrderedDict[str, ConstantDef] = OrderedDict()
self.is_bitfield = bitfield
@@ -526,7 +546,7 @@ def main() -> None:
)
if os.path.exists(lang_file):
try:
- import polib
+ import polib # type: ignore
except ImportError:
print("Base template strings localization requires `polib`.")
exit(1)
@@ -601,12 +621,25 @@ def main() -> None:
print("Generating the RST class reference...")
+ grouped_classes: Dict[str, List[str]] = {}
+
for class_name, class_def in state.classes.items():
if args.filter and not pattern.search(class_def.filepath):
continue
state.current_class = class_name
make_rst_class(class_def, state, args.dry_run, args.output)
+ group_name = get_class_group(class_def, state)
+
+ if group_name not in grouped_classes:
+ grouped_classes[group_name] = []
+ grouped_classes[group_name].append(class_name)
+
+ print("")
+ print("Generating the index file...")
+
+ make_rst_index(grouped_classes, args.dry_run, args.output)
+
print("")
if state.num_warnings >= 2:
@@ -655,6 +688,42 @@ def translate(string: str) -> str:
return strings_l10n.get(string, string)
+def get_git_branch() -> str:
+ if hasattr(version, "docs") and version.docs != "latest":
+ return version.docs
+
+ return "master"
+
+
+def get_class_group(class_def: ClassDef, state: State) -> str:
+ group_name = "variant"
+ class_name = class_def.name
+
+ if class_name.startswith("@"):
+ group_name = "global"
+ elif class_def.inherits:
+ inherits = class_def.inherits.strip()
+
+ while inherits in state.classes:
+ if inherits == "Node":
+ group_name = "node"
+ break
+ if inherits == "Resource":
+ group_name = "resource"
+ break
+ if inherits == "Object":
+ group_name = "object"
+ break
+
+ inode = state.classes[inherits].inherits
+ if inode:
+ inherits = inode.strip()
+ else:
+ break
+
+ return group_name
+
+
# Generator methods.
@@ -672,10 +741,7 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
# Warn contributors not to edit this file directly.
# Also provide links to the source files for reference.
- git_branch = "master"
- if hasattr(version, "docs") and version.docs != "latest":
- git_branch = version.docs
-
+ git_branch = get_git_branch()
source_xml_path = os.path.relpath(class_def.filepath, root_directory).replace("\\", "/")
source_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/{source_xml_path}"
generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py"
@@ -689,7 +755,8 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
f.write(f".. _class_{class_name}:\n\n")
f.write(make_heading(class_name, "=", False))
- # Inheritance tree
+ ### INHERITANCE TREE ###
+
# Ascendants
if class_def.inherits:
inherits = class_def.inherits.strip()
@@ -723,25 +790,53 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
f.write(make_type(child, state))
f.write("\n\n")
+ ### INTRODUCTION ###
+
+ has_description = False
+
# Brief description
- if class_def.brief_description is not None:
+ if class_def.brief_description is not None and class_def.brief_description.strip() != "":
+ has_description = True
+
f.write(f"{format_text_block(class_def.brief_description.strip(), class_def, state)}\n\n")
# Class description
if class_def.description is not None and class_def.description.strip() != "":
+ has_description = True
+
+ f.write(".. rst-class:: classref-introduction-group\n\n")
f.write(make_heading("Description", "-"))
+
f.write(f"{format_text_block(class_def.description.strip(), class_def, state)}\n\n")
+ if not has_description:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this class. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
+
# Online tutorials
if len(class_def.tutorials) > 0:
+ f.write(".. rst-class:: classref-introduction-group\n\n")
f.write(make_heading("Tutorials", "-"))
+
for url, title in class_def.tutorials:
f.write(f"- {make_link(url, title)}\n\n")
- # Properties overview
+ ### REFERENCE TABLES ###
+
+ # Reused container for reference tables.
+ ml: List[Tuple[Optional[str], ...]] = []
+
+ # Properties reference table
if len(class_def.properties) > 0:
+ f.write(".. rst-class:: classref-reftable-group\n\n")
f.write(make_heading("Properties", "-"))
- ml: List[Tuple[Optional[str], ...]] = []
+
+ ml = []
for property_def in class_def.properties.values():
type_rst = property_def.type_name.to_rst(state)
default = property_def.default_value
@@ -752,76 +847,108 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
else:
ref = f":ref:`{property_def.name}<class_{class_name}_property_{property_def.name}>`"
ml.append((type_rst, ref, default))
+
format_table(f, ml, True)
- # Constructors, Methods, Operators overview
+ # Constructors, Methods, Operators reference tables
if len(class_def.constructors) > 0:
+ f.write(".. rst-class:: classref-reftable-group\n\n")
f.write(make_heading("Constructors", "-"))
- ml: List[Tuple[Optional[str], ...]] = []
+
+ ml = []
for method_list in class_def.constructors.values():
for m in method_list:
ml.append(make_method_signature(class_def, m, "constructor", state))
+
format_table(f, ml)
if len(class_def.methods) > 0:
+ f.write(".. rst-class:: classref-reftable-group\n\n")
f.write(make_heading("Methods", "-"))
- ml: List[Tuple[Optional[str], ...]] = []
+
+ ml = []
for method_list in class_def.methods.values():
for m in method_list:
ml.append(make_method_signature(class_def, m, "method", state))
+
format_table(f, ml)
if len(class_def.operators) > 0:
+ f.write(".. rst-class:: classref-reftable-group\n\n")
f.write(make_heading("Operators", "-"))
- ml: List[Tuple[Optional[str], ...]] = []
+
+ ml = []
for method_list in class_def.operators.values():
for m in method_list:
ml.append(make_method_signature(class_def, m, "operator", state))
+
format_table(f, ml)
- # Theme properties
+ # Theme properties reference table
if len(class_def.theme_items) > 0:
+ f.write(".. rst-class:: classref-reftable-group\n\n")
f.write(make_heading("Theme Properties", "-"))
- pl: List[Tuple[Optional[str], ...]] = []
+
+ ml = []
for theme_item_def in class_def.theme_items.values():
ref = f":ref:`{theme_item_def.name}<class_{class_name}_theme_{theme_item_def.data_name}_{theme_item_def.name}>`"
- pl.append((theme_item_def.type_name.to_rst(state), ref, theme_item_def.default_value))
- format_table(f, pl, True)
+ ml.append((theme_item_def.type_name.to_rst(state), ref, theme_item_def.default_value))
- # Signals
+ format_table(f, ml, True)
+
+ ### DETAILED DESCRIPTIONS ###
+
+ # Signal descriptions
if len(class_def.signals) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Signals", "-"))
+
index = 0
for signal in class_def.signals.values():
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
+
+ # Create signal signature and anchor point.
f.write(f".. _class_{class_name}_signal_{signal.name}:\n\n")
+ f.write(".. rst-class:: classref-signal\n\n")
+
_, signature = make_method_signature(class_def, signal, "", state)
- f.write(f"- {signature}\n\n")
+ f.write(f"{signature}\n\n")
+
+ # Add signal description, or a call to action if it's missing.
if signal.description is not None and signal.description.strip() != "":
f.write(f"{format_text_block(signal.description.strip(), signal, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this signal. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
- # Enums
+ # Enumeration descriptions
if len(class_def.enums) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Enumerations", "-"))
+
index = 0
for e in class_def.enums.values():
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
+
+ # Create enumeration signature and anchor point.
f.write(f".. _enum_{class_name}_{e.name}:\n\n")
- # Sphinx seems to divide the bullet list into individual <ul> tags if we weave the labels into it.
- # As such I'll put them all above the list. Won't be perfect but better than making the list visually broken.
- # As to why I'm not modifying the reference parser to directly link to the _enum label:
- # If somebody gets annoyed enough to fix it, all existing references will magically improve.
- for value in e.values.values():
- f.write(f".. _class_{class_name}_constant_{value.name}:\n\n")
+ f.write(".. rst-class:: classref-enumeration\n\n")
if e.is_bitfield:
f.write(f"flags **{e.name}**:\n\n")
@@ -829,54 +956,86 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
f.write(f"enum **{e.name}**:\n\n")
for value in e.values.values():
- f.write(f"- **{value.name}** = **{value.value}**")
+ # Also create signature and anchor point for each enum constant.
+
+ f.write(f".. _class_{class_name}_constant_{value.name}:\n\n")
+ f.write(".. rst-class:: classref-enumeration-constant\n\n")
+
+ f.write(f"{e.type_name.to_rst(state)} **{value.name}** = ``{value.value}``\n\n")
+
+ # Add enum constant description.
+
if value.text is not None and value.text.strip() != "":
- # If value.text contains a bullet point list, each entry needs additional indentation
- f.write(f" --- {indent_bullets(format_text_block(value.text.strip(), value, state))}")
+ f.write(f"{format_text_block(value.text.strip(), value, state)}")
f.write("\n\n")
index += 1
- # Constants
+ # Constant descriptions
if len(class_def.constants) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Constants", "-"))
- # Sphinx seems to divide the bullet list into individual <ul> tags if we weave the labels into it.
- # As such I'll put them all above the list. Won't be perfect but better than making the list visually broken.
+
for constant in class_def.constants.values():
+ # Create constant signature and anchor point.
+
f.write(f".. _class_{class_name}_constant_{constant.name}:\n\n")
+ f.write(".. rst-class:: classref-constant\n\n")
+
+ f.write(f"**{constant.name}** = ``{constant.value}``\n\n")
+
+ # Add enum constant description.
- for constant in class_def.constants.values():
- f.write(f"- **{constant.name}** = **{constant.value}**")
if constant.text is not None and constant.text.strip() != "":
- f.write(f" --- {format_text_block(constant.text.strip(), constant, state)}")
+ f.write(f"{format_text_block(constant.text.strip(), constant, state)}")
f.write("\n\n")
- # Annotations
+ # Annotation descriptions
if len(class_def.annotations) > 0:
+ f.write(make_separator(True))
f.write(make_heading("Annotations", "-"))
+
index = 0
- for method_list in class_def.annotations.values():
+ for method_list in class_def.annotations.values(): # type: ignore
for i, m in enumerate(method_list):
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
+
+ # Create annotation signature and anchor point.
if i == 0:
f.write(f".. _class_{class_name}_annotation_{m.name}:\n\n")
+ f.write(".. rst-class:: classref-annotation\n\n")
+
_, signature = make_method_signature(class_def, m, "", state)
- f.write(f"- {signature}\n\n")
+ f.write(f"{signature}\n\n")
+
+ # Add annotation description, or a call to action if it's missing.
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this annotation. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
# Property descriptions
if any(not p.overrides for p in class_def.properties.values()) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Property Descriptions", "-"))
+
index = 0
for property_def in class_def.properties.values():
@@ -884,113 +1043,199 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir:
continue
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
+
+ # Create property signature and anchor point.
f.write(f".. _class_{class_name}_property_{property_def.name}:\n\n")
- f.write(f"- {property_def.type_name.to_rst(state)} **{property_def.name}**\n\n")
+ f.write(".. rst-class:: classref-property\n\n")
- info: List[Tuple[Optional[str], ...]] = []
- # Not using translate() for now as it breaks table formatting.
+ property_default = ""
if property_def.default_value is not None:
- info.append(("*Default*", property_def.default_value))
+ property_default = f" = {property_def.default_value}"
+ f.write(f"{property_def.type_name.to_rst(state)} **{property_def.name}**{property_default}\n\n")
+
+ # Create property setter and getter records.
+
+ property_setget = ""
+
if property_def.setter is not None and not property_def.setter.startswith("_"):
- info.append(("*Setter*", f"{property_def.setter}(value)"))
+ property_setter = make_setter_signature(class_def, property_def, state)
+ property_setget += f"- {property_setter}\n"
+
if property_def.getter is not None and not property_def.getter.startswith("_"):
- info.append(("*Getter*", f"{property_def.getter}()"))
+ property_getter = make_getter_signature(class_def, property_def, state)
+ property_setget += f"- {property_getter}\n"
+
+ if property_setget != "":
+ f.write(".. rst-class:: classref-property-setget\n\n")
+ f.write(property_setget)
+ f.write("\n")
- if len(info) > 0:
- format_table(f, info)
+ # Add property description, or a call to action if it's missing.
if property_def.text is not None and property_def.text.strip() != "":
f.write(f"{format_text_block(property_def.text.strip(), property_def, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
# Constructor, Method, Operator descriptions
if len(class_def.constructors) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Constructor Descriptions", "-"))
+
index = 0
for method_list in class_def.constructors.values():
for i, m in enumerate(method_list):
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
+
+ # Create constructor signature and anchor point.
if i == 0:
f.write(f".. _class_{class_name}_constructor_{m.name}:\n\n")
+ f.write(".. rst-class:: classref-constructor\n\n")
+
ret_type, signature = make_method_signature(class_def, m, "", state)
- f.write(f"- {ret_type} {signature}\n\n")
+ f.write(f"{ret_type} {signature}\n\n")
+
+ # Add constructor description, or a call to action if it's missing.
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this constructor. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
if len(class_def.methods) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Method Descriptions", "-"))
+
index = 0
for method_list in class_def.methods.values():
for i, m in enumerate(method_list):
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
+
+ # Create method signature and anchor point.
if i == 0:
f.write(f".. _class_{class_name}_method_{m.name}:\n\n")
+ f.write(".. rst-class:: classref-method\n\n")
+
ret_type, signature = make_method_signature(class_def, m, "", state)
- f.write(f"- {ret_type} {signature}\n\n")
+ f.write(f"{ret_type} {signature}\n\n")
+
+ # Add method description, or a call to action if it's missing.
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this method. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
if len(class_def.operators) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Operator Descriptions", "-"))
+
index = 0
for method_list in class_def.operators.values():
for i, m in enumerate(method_list):
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
- if i == 0:
- f.write(
- f".. _class_{class_name}_operator_{sanitize_operator_name(m.name, state)}_{m.return_type.type_name}:\n\n"
- )
+ # Create operator signature and anchor point.
+
+ operator_anchor = f".. _class_{class_name}_operator_{sanitize_operator_name(m.name, state)}"
+ for parameter in m.parameters:
+ operator_anchor += f"_{parameter.type_name.type_name}"
+ operator_anchor += f":\n\n"
+ f.write(operator_anchor)
+
+ f.write(".. rst-class:: classref-operator\n\n")
ret_type, signature = make_method_signature(class_def, m, "", state)
- f.write(f"- {ret_type} {signature}\n\n")
+ f.write(f"{ret_type} {signature}\n\n")
+
+ # Add operator description, or a call to action if it's missing.
if m.description is not None and m.description.strip() != "":
f.write(f"{format_text_block(m.description.strip(), m, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this operator. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
# Theme property descriptions
if len(class_def.theme_items) > 0:
+ f.write(make_separator(True))
+ f.write(".. rst-class:: classref-descriptions-group\n\n")
f.write(make_heading("Theme Property Descriptions", "-"))
+
index = 0
for theme_item_def in class_def.theme_items.values():
if index != 0:
- f.write("----\n\n")
+ f.write(make_separator())
+
+ # Create theme property signature and anchor point.
f.write(f".. _class_{class_name}_theme_{theme_item_def.data_name}_{theme_item_def.name}:\n\n")
- f.write(f"- {theme_item_def.type_name.to_rst(state)} **{theme_item_def.name}**\n\n")
+ f.write(".. rst-class:: classref-themeproperty\n\n")
- info = []
+ theme_item_default = ""
if theme_item_def.default_value is not None:
- # Not using translate() for now as it breaks table formatting.
- info.append(("*Default*", theme_item_def.default_value))
+ theme_item_default = f" = {theme_item_def.default_value}"
+ f.write(f"{theme_item_def.type_name.to_rst(state)} **{theme_item_def.name}**{theme_item_default}\n\n")
- if len(info) > 0:
- format_table(f, info)
+ # Add theme property description, or a call to action if it's missing.
if theme_item_def.text is not None and theme_item_def.text.strip() != "":
f.write(f"{format_text_block(theme_item_def.text.strip(), theme_item_def, state)}\n\n")
+ else:
+ f.write(".. container:: contribute\n\n\t")
+ f.write(
+ translate(
+ "There is currently no description for this theme property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!"
+ )
+ + "\n\n"
+ )
index += 1
@@ -1039,20 +1284,21 @@ def make_method_signature(
) -> Tuple[str, str]:
ret_type = ""
- is_method_def = isinstance(definition, MethodDef)
- if is_method_def:
+ if isinstance(definition, MethodDef):
ret_type = definition.return_type.to_rst(state)
qualifiers = None
- if is_method_def or isinstance(definition, AnnotationDef):
+ if isinstance(definition, (MethodDef, AnnotationDef)):
qualifiers = definition.qualifiers
out = ""
-
- if is_method_def and ref_type != "":
+ if isinstance(definition, MethodDef) and ref_type != "":
if ref_type == "operator":
op_name = definition.name.replace("<", "\\<") # So operator "<" gets correctly displayed.
- out += f":ref:`{op_name}<class_{class_def.name}_{ref_type}_{sanitize_operator_name(definition.name, state)}_{definition.return_type.type_name}>` "
+ out += f":ref:`{op_name}<class_{class_def.name}_{ref_type}_{sanitize_operator_name(definition.name, state)}"
+ for parameter in definition.parameters:
+ out += f"_{parameter.type_name.type_name}"
+ out += f">` "
else:
out += f":ref:`{definition.name}<class_{class_def.name}_{ref_type}_{definition.name}>` "
else:
@@ -1087,6 +1333,39 @@ def make_method_signature(
return ret_type, out
+def make_setter_signature(class_def: ClassDef, property_def: PropertyDef, state: State) -> str:
+ if property_def.setter is None:
+ return ""
+
+ # If setter is a method available as a method definition, we use that.
+ if property_def.setter in class_def.methods:
+ setter = class_def.methods[property_def.setter][0]
+ # Otherwise we fake it with the information we have available.
+ else:
+ setter_params: List[ParameterDef] = []
+ setter_params.append(ParameterDef("value", property_def.type_name, None))
+ setter = MethodDef(property_def.setter, TypeName("void"), setter_params, None, None)
+
+ ret_type, signature = make_method_signature(class_def, setter, "", state)
+ return f"{ret_type} {signature}"
+
+
+def make_getter_signature(class_def: ClassDef, property_def: PropertyDef, state: State) -> str:
+ if property_def.getter is None:
+ return ""
+
+ # If getter is a method available as a method definition, we use that.
+ if property_def.getter in class_def.methods:
+ getter = class_def.methods[property_def.getter][0]
+ # Otherwise we fake it with the information we have available.
+ else:
+ getter_params: List[ParameterDef] = []
+ getter = MethodDef(property_def.getter, property_def.type_name, getter_params, None, None)
+
+ ret_type, signature = make_method_signature(class_def, getter, "", state)
+ return f"{ret_type} {signature}"
+
+
def make_heading(title: str, underline: str, l10n: bool = True) -> str:
if l10n:
new_title = translate(title)
@@ -1118,6 +1397,14 @@ def make_footer() -> str:
)
+def make_separator(section_level: bool = False) -> str:
+ separator_class = "item"
+ if section_level:
+ separator_class = "section"
+
+ return f".. rst-class:: classref-{separator_class}-separator\n\n----\n\n"
+
+
def make_link(url: str, title: str) -> str:
match = GODOT_DOCS_PATTERN.search(url)
if match:
@@ -1143,6 +1430,53 @@ def make_link(url: str, title: str) -> str:
return f"`{url} <{url}>`__"
+def make_rst_index(grouped_classes: Dict[str, List[str]], dry_run: bool, output_dir: str) -> None:
+
+ if dry_run:
+ f = open(os.devnull, "w", encoding="utf-8")
+ else:
+ f = open(os.path.join(output_dir, "index.rst"), "w", encoding="utf-8")
+
+ # Remove the "Edit on Github" button from the online docs page.
+ f.write(":github_url: hide\n\n")
+
+ # Warn contributors not to edit this file directly.
+ # Also provide links to the source files for reference.
+
+ git_branch = get_git_branch()
+ generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py"
+
+ f.write(".. DO NOT EDIT THIS FILE!!!\n")
+ f.write(".. Generated automatically from Godot engine sources.\n")
+ f.write(f".. Generator: {generator_github_url}.\n\n")
+
+ f.write(".. _doc_class_reference:\n\n")
+
+ main_title = translate("All classes")
+ f.write(f"{main_title}\n")
+ f.write(f"{'=' * len(main_title)}\n\n")
+
+ for group_name in CLASS_GROUPS:
+ if group_name in grouped_classes:
+ group_title = translate(CLASS_GROUPS[group_name])
+
+ f.write(f"{group_title}\n")
+ f.write(f"{'=' * len(group_title)}\n\n")
+
+ f.write(".. toctree::\n")
+ f.write(" :maxdepth: 1\n")
+ f.write(f" :name: toc-class-ref-{group_name}s\n")
+ f.write("\n")
+
+ if group_name in CLASS_GROUPS_BASE:
+ f.write(f" class_{CLASS_GROUPS_BASE[group_name].lower()}\n")
+
+ for class_name in grouped_classes[group_name]:
+ f.write(f" class_{class_name.lower()}\n")
+
+ f.write("\n")
+
+
# Formatting helpers.
@@ -1231,10 +1565,10 @@ def format_text_block(
escape_post = False
# Tag is a reference to a class.
- if tag_text in state.classes:
+ if tag_text in state.classes and not inside_code:
if tag_text == state.current_class:
- # Don't create a link to the same class, format it as inline code.
- tag_text = f"``{tag_text}``"
+ # Don't create a link to the same class, format it as strong emphasis.
+ tag_text = f"**{tag_text}**"
else:
tag_text = make_type(tag_text, state)
escape_pre = True
@@ -1456,18 +1790,14 @@ def format_text_block(
escape_post = True
elif cmd.startswith("param"):
- valid_context = (
- isinstance(context, MethodDef)
- or isinstance(context, SignalDef)
- or isinstance(context, AnnotationDef)
- )
+ valid_context = isinstance(context, (MethodDef, SignalDef, AnnotationDef))
if not valid_context:
print_error(
f'{state.current_class}.xml: Argument reference "{link_target}" used outside of method, signal, or annotation context in {context_name}.',
state,
)
else:
- context_params: List[ParameterDef] = context.parameters
+ context_params: List[ParameterDef] = context.parameters # type: ignore
found = False
for param_def in context_params:
if param_def.name == link_target:
@@ -1480,6 +1810,8 @@ def format_text_block(
)
tag_text = f"``{link_target}``"
+ escape_pre = True
+ escape_post = True
# Formatting directives.
@@ -1698,6 +2030,11 @@ def format_table(f: TextIO, data: List[Tuple[Optional[str], ...]], remove_empty_
if len(data) == 0:
return
+ f.write(".. table::\n")
+ f.write(" :widths: auto\n\n")
+
+ # Calculate the width of each column first, we will use this information
+ # to properly format RST-style tables.
column_sizes = [0] * len(data[0])
for row in data:
for i, text in enumerate(row):
@@ -1705,14 +2042,21 @@ def format_table(f: TextIO, data: List[Tuple[Optional[str], ...]], remove_empty_
if text_length > column_sizes[i]:
column_sizes[i] = text_length
+ # Each table row is wrapped in two separators, consecutive rows share the same separator.
+ # All separators, or rather borders, have the same shape and content. We compose it once,
+ # then reuse it.
+
sep = ""
for size in column_sizes:
if size == 0 and remove_empty_columns:
continue
- sep += "+" + "-" * (size + 2)
+ sep += "+" + "-" * (size + 2) # Content of each cell is padded by 1 on each side.
sep += "+\n"
- f.write(sep)
+ # Draw the first separator.
+ f.write(f" {sep}")
+
+ # Draw each row and close it with a separator.
for row in data:
row_text = "|"
for i, text in enumerate(row):
@@ -1720,8 +2064,10 @@ def format_table(f: TextIO, data: List[Tuple[Optional[str], ...]], remove_empty_
continue
row_text += f' {(text or "").ljust(column_sizes[i])} |'
row_text += "\n"
- f.write(row_text)
- f.write(sep)
+
+ f.write(f" {row_text}")
+ f.write(f" {sep}")
+
f.write("\n")
@@ -1783,24 +2129,5 @@ def sanitize_operator_name(dirty_name: str, state: State) -> str:
return clear_name
-def indent_bullets(text: str) -> str:
- # Take the text and check each line for a bullet point represented by "-".
- # Where found, indent the given line by a further "\t".
- # Used to properly indent bullet points contained in the description for enum values.
- # Ignore the first line - text will be prepended to it so bullet points wouldn't work anyway.
- bullet_points = "-"
-
- lines = text.splitlines(keepends=True)
- for line_index, line in enumerate(lines[1:], start=1):
- pos = 0
- while pos < len(line) and line[pos] == "\t":
- pos += 1
-
- if pos < len(line) and line[pos] in bullet_points:
- lines[line_index] = f"{line[:pos]}\t{line[pos:]}"
-
- return "".join(lines)
-
-
if __name__ == "__main__":
main()
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index 43e62ecab2..751017b573 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -20,13 +20,14 @@
# ywmaa <ywmaa.personal@gmail.com>, 2022.
# TabbyDev <Mandomody25@gmail.com>, 2022.
# عبد الرحمن أبو سعدة ||Abd Alrahman abo saada <abdalrahmanabs2005@gmail.com>, 2022.
+# NEDAL NNEE <ASEL1234543210@gmail.com>, 2022.
+# Abdallah <azzouni2007abd@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-23 03:56+0000\n"
-"Last-Translator: عبد الرحمن أبو سعدة ||Abd Alrahman abo saada "
-"<abdalrahmanabs2005@gmail.com>\n"
+"PO-Revision-Date: 2022-11-03 11:48+0000\n"
+"Last-Translator: Abdallah <azzouni2007abd@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ar/>\n"
"Language: ar\n"
@@ -35,7 +36,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -110,10 +111,9 @@ msgid "Getter"
msgstr "جالب"
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method should typically be overridden by the user to have any effect."
-msgstr "يجب تجاوز هذه الطريقة من المستخدم ليكون لها أي تأثير."
+msgstr "عادة يجب تجاوز هذه الدالة من قبل المستخدم ليكون لها أي تأثير."
#: doc/tools/make_rst.py
msgid ""
@@ -198,7 +198,6 @@ msgstr ""
"أسماء الألوان المدعومة هي نفس الثوابت المعرّفة في [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -209,7 +208,7 @@ msgstr ""
"لعرض القيمة المطلقة للمُعامل [code]s[/code] (القيمة المطلقة أي القيمة "
"الموجبة).\n"
"[codeblock]\n"
-"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
+"(a = abs(-1 #القيمة المطلقة لـ(1-) هي 1، وبالتالي فإن قيمة a ستكون 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -628,7 +627,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -643,7 +643,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -693,8 +697,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -704,7 +709,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -758,7 +764,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -770,7 +777,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1018,12 +1026,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1191,10 +1203,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3636,6 +3653,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4320,8 +4357,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5013,19 +5049,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5046,21 +5084,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5070,9 +5112,10 @@ msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5724,9 +5767,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5900,8 +5943,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6612,7 +6655,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6849,7 +6897,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7223,7 +7276,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7408,6 +7464,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7427,9 +7486,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7497,7 +7560,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8903,8 +8974,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8955,10 +9027,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9201,12 +9283,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9752,7 +9828,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9913,12 +9994,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10046,10 +10131,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10066,6 +10150,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10206,7 +10305,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10563,14 +10665,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10580,22 +10682,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11886,7 +11988,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11979,7 +12081,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12007,9 +12111,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12509,13 +12613,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12541,8 +12646,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12855,12 +12962,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12905,8 +13012,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12954,8 +13063,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13017,7 +13129,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13142,7 +13254,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13847,17 +13962,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14164,12 +14279,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14206,12 +14322,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15371,7 +15488,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15397,7 +15522,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16138,7 +16267,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18869,7 +19000,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19018,16 +19151,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19173,18 +19307,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "يُرجع قيمة الجيب العكسية للمَعلم."
@@ -19370,6 +19492,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22204,7 +22334,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24099,8 +24232,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24721,7 +24858,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26309,10 +26448,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27721,8 +27863,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30024,11 +30166,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30874,7 +31019,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30886,6 +31035,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32909,7 +33068,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33246,14 +33407,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33261,22 +33422,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/Line2D.xml
msgid ""
@@ -34552,8 +34717,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34598,7 +34767,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34853,9 +35025,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35316,7 +35488,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36224,7 +36398,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36453,7 +36630,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36474,7 +36651,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37191,6 +37371,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37279,13 +37462,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39989,7 +40184,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40505,11 +40702,11 @@ msgstr "يُرجع قيمة الجيب العكسية للمَعلم."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40543,11 +40740,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40569,11 +40766,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40955,7 +41152,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -41549,31 +41748,31 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Sunday."
-msgstr ""
+msgstr "الأحد."
#: doc/classes/OS.xml
msgid "Monday."
-msgstr ""
+msgstr "الإثنين."
#: doc/classes/OS.xml
msgid "Tuesday."
-msgstr ""
+msgstr "الثلاثاء."
#: doc/classes/OS.xml
msgid "Wednesday."
-msgstr ""
+msgstr "الإربعاء."
#: doc/classes/OS.xml
msgid "Thursday."
-msgstr ""
+msgstr "الخميس."
#: doc/classes/OS.xml
msgid "Friday."
-msgstr ""
+msgstr "الجمعة."
#: doc/classes/OS.xml
msgid "Saturday."
-msgstr ""
+msgstr "السبت."
#: doc/classes/OS.xml
msgid "January."
@@ -42434,6 +42633,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46342,7 +46551,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "يُرجع جيب المَعلم."
#: doc/classes/PopupMenu.xml
@@ -46581,7 +46792,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47311,7 +47524,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49992,8 +50209,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50016,15 +50244,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51621,17 +51856,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51640,8 +51886,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53571,11 +53823,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54012,7 +54268,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54156,13 +54414,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54345,7 +54609,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54485,6 +54753,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54497,7 +54777,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55352,7 +55635,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55971,6 +56257,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56156,7 +56450,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56305,7 +56601,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57532,7 +57830,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57548,7 +57849,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57738,7 +58041,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59005,6 +59308,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59066,6 +59372,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59088,7 +59397,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60225,6 +60537,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60255,6 +60572,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "يُرجع جيب المَعلم."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60296,7 +60618,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61653,38 +61977,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "يُرجع جيب المَعلم."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61702,15 +62032,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61720,15 +62052,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61741,7 +62074,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61749,7 +62082,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61759,15 +62092,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61779,17 +62113,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61802,9 +62138,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61812,8 +62148,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61828,7 +62164,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61847,15 +62183,17 @@ msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاع
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61867,29 +62205,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61917,87 +62259,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65177,21 +65519,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65204,7 +65550,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65233,7 +65579,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65243,22 +65621,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65271,8 +65662,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65470,16 +65863,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66730,10 +67123,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66744,8 +67142,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66897,7 +67295,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67429,6 +67829,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71596,6 +72012,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74136,7 +74556,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -74983,6 +75405,118 @@ msgid ""
"a wider or narrower set of devices and input methods, or to allow more "
"advanced interactions with more advanced devices."
msgstr ""
+"WebXR هو معيار مفتوح يسمح بإنشاء تطبيقات VR و AR تعمل في متصفح الويب.\n"
+"على هذا النحو ، لا تتوفر هذه الواجهة إلا عند التشغيل في تصدير HTML5.\n"
+"يدعم WebXR مجموعة واسعة من الأجهزة ، من الأجهزة ذات القدرات العالية (مثل "
+"Valve Index و HTC Vive و Oculus Rift و Quest) وصولاً إلى الأجهزة الأقل قدرة "
+"(مثل Google Cardboard أو Oculus Go أو GearVR أو الهواتف الذكية العادية).\n"
+"نظرًا لأن WebXR يعتمد على Javascript ، فإنه يستخدم بشكل مكثف عمليات "
+"الاسترجاعات ، مما يعني أن [WebXRInterface] مضطر لاستخدام الإشارات ، حيث "
+"تستخدم واجهات AR / VR الأخرى وظائف تعيد النتيجة على الفور. هذا يجعل "
+"[WebXRInterface] أكثر تعقيدًا في التهيئة من واجهات AR / VR الأخرى.\n"
+"إليك الحد الأدنى من الشفرة المطلوبة لبدء جلسة VR غامرة:\n"
+"[كودبلوك]\n"
+"يمتد المكاني\n"
+"\n"
+"var webxr_interface\n"
+"var vr_supported = خطأ\n"
+"\n"
+"func _ready ():\n"
+" # نفترض أن هذه العقدة بها زر عندما كان طفلاً.\n"
+" # هذا الزر للمستخدم للموافقة على الدخول في وضع VR الغامر.\n"
+" $ Button.connect (\"pressed\"، self، \"_on_Button_pressed\")\n"
+"\n"
+" webxr_interface = ARVRServer.find_interface (\"WebXR\")\n"
+" إذا كان webxr_interface:\n"
+" # تعيين معرّفات الزر / المحور القياسي عندما يكون ذلك ممكنًا.\n"
+" webxr_interface.xr_standard_mapping = صحيح\n"
+"\n"
+" # يستخدم WebXR الكثير من عمليات الاسترجاعات غير المتزامنة ، لذلك "
+"نتصل بمختلف\n"
+" # إشارات لتلقيها.\n"
+" webxr_interface.connect (\"session_supported\"، self، "
+"\"_webxr_session_supported\")\n"
+" webxr_interface.connect (\"Session_started\" ، self ، "
+"\"_webxr_session_started\")\n"
+" webxr_interface.connect (\"session_ended\"، self، "
+"\"_webxr_session_ended\")\n"
+" webxr_interface.connect (\"session_failed\"، self، "
+"\"_webxr_session_failed\")\n"
+"\n"
+" # يعود هذا على الفور - طريقة _webxr_session_supported ()\n"
+" # (التي ربطناها بإشارة \"session_supported\" أعلاه) سوف\n"
+" # يتم الاتصال بنا في وقت لاحق لإعلامنا إذا كان مدعومًا أم لا.\n"
+" webxr_interface.is_session_supported (\"الواقع الافتراضي الغامر\")\n"
+"\n"
+"func _webxr_session_supported (وضع الجلسة ، مدعوم):\n"
+" إذا كانت Session_mode == 'immersive-vr':\n"
+" vr_supported = مدعوم\n"
+"\n"
+"func _on_Button_pressed ():\n"
+" إذا لم يكن vr_supported:\n"
+" OS.alert (\"متصفحك لا يدعم VR\")\n"
+" إرجاع\n"
+"\n"
+" # نريد جلسة VR غامرة ، على عكس AR ('غامرة-ar') أو a\n"
+" # عارض 3DoF بسيط (\"عارض\").\n"
+" webxr_interface.session_mode = \"الواقع الافتراضي الغامر\"\n"
+" # \"الأرضية المحددة\" عبارة عن مقياس للغرفة ، أما \"الأرضية المحلية\" "
+"فهي عبارة عن مكان أو جلوس\n"
+" # تجربة (تضعك على ارتفاع 1.6 متر فوق سطح الأرض إذا كان لديك سماعة رأس "
+"3DoF) ،\n"
+" # في حين أن \"محلي\" يضعك في موقع ARVROrigin.\n"
+" # تعني هذه القائمة أنها ستحاول أولاً طلب \"أرضية محدودة\" ، بعد ذلك\n"
+" # الرجوع إلى \"local-floor\" وفي النهاية \"المحلي\" ، إذا لم يكن هناك "
+"شيء آخر\n"
+" # أيد.\n"
+" webxr_interface.requested_reference_space_types = 'bounded-floor، local-"
+"floor، local'\n"
+" # من أجل استخدام \"أرضية محلية\" أو \"أرضية محدودة\" يجب علينا أيضًا\n"
+" # ضع علامة على الميزات كما هو مطلوب أو اختياري.\n"
+" webxr_interface.required_features = \"local-floor\"\n"
+" webxr_interface.optional_features = \"bounded-floor\"\n"
+"\n"
+" # سيعود هذا خطأ إذا لم نتمكن حتى من طلب الجلسة ،\n"
+" # ومع ذلك ، لا يزال من الممكن أن تفشل بشكل غير متزامن في وقت لاحق من "
+"العملية ، لذلك نحن\n"
+" # تعرف فقط ما إذا كان قد نجح حقًا أو فشل عندما\n"
+" # _webxr_session_started () أو _webxr_session_failed () تسمى.\n"
+" إذا لم يكن webxr_interface.initialize ():\n"
+" OS.alert (\"فشل التهيئة\")\n"
+" إرجاع\n"
+"\n"
+"func _webxr_session_started ():\n"
+" $ Button.visible = false\n"
+" # هذا يخبر Godot أن يبدأ التقديم إلى سماعة الرأس.\n"
+" get_viewport (). arvr = صحيح\n"
+" # سيكون هذا هو نوع المساحة المرجعية التي حصلت عليها في النهاية ، من\n"
+" # أنواع طلبتها أعلاه. هذا مفيد إذا كنت تريد اللعبة\n"
+" # العمل بشكل مختلف قليلاً في \"الأرضية المحدودة\" مقابل \"الأرضية "
+"المحلية\".\n"
+" طباعة (\"نوع المساحة المرجعية:\" + webxr_interface."
+"reference_space_type)\n"
+"\n"
+"func _webxr_session_ended ():\n"
+" $ Button.visible = صحيح\n"
+" # إذا خرج المستخدم من الوضع المجسم ، فإننا نطلب من Godot عرضه على الويب\n"
+" # صفحة مرة أخرى.\n"
+" get_viewport (). arvr = خطأ\n"
+"\n"
+"func _webxr_session_failed (رسالة):\n"
+" OS.alert (\"فشل التهيئة:\" + رسالة)\n"
+"[/ codeblock]\n"
+"هناك عدة طرق للتعامل مع إدخال \"وحدة التحكم\":\n"
+"- استخدام عقد [ARVRController] وإشارات [إشارة ARVRController.button_pressed] "
+"و [إشارة ARVRController.button_release]. هذه هي الطريقة التي يتم بها التعامل "
+"مع وحدات التحكم عادةً في تطبيقات AR / VR في Godot ، ومع ذلك ، لن يعمل هذا إلا "
+"مع وحدات تحكم VR المتقدمة مثل Oculus Touch أو أجهزة التحكم في الفهرس ، على "
+"سبيل المثال. يتم تحديد رموز الأزرار بواسطة [url = https: //immersive-web."
+"github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping] القسم 3.3 من "
+"وحدة WebXR Gamepads Module [/ url].\n"
+"- استخدام [method Node._unhandled_input] و [InputEventJoypadButton] أو "
+"[InputEventJoypadMotion]. يعمل هذا بنفس طريقة عمل لوحات التحكم العادية ، "
+"باستثناء أن [العضو InputEvent.device] يبدأ عند 100 ، لذا فإن وحدة التحكم "
+"اليسرى هي 100 ومفتاح التحكم الأيمن."
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "How to make a VR game for WebXR with Godot"
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 2fce9a4d08..1552c15271 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -588,7 +588,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -603,7 +604,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -653,8 +658,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -664,7 +670,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -718,7 +725,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -730,7 +738,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -972,12 +981,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1145,10 +1158,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3583,6 +3601,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4267,8 +4305,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4959,19 +4996,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4992,21 +5031,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5015,9 +5058,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5669,9 +5713,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5845,8 +5889,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6557,7 +6601,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6794,7 +6843,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7168,7 +7222,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7353,6 +7410,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7372,9 +7432,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7442,7 +7506,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8848,8 +8920,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8900,10 +8973,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9145,12 +9228,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9696,7 +9773,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9857,12 +9939,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9990,10 +10076,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10010,6 +10095,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10150,7 +10250,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10507,14 +10610,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10524,22 +10627,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11828,7 +11931,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11921,7 +12024,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11949,9 +12054,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12448,13 +12553,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12480,8 +12586,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12794,12 +12902,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12844,8 +12952,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12893,8 +13003,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12956,7 +13069,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13081,7 +13194,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13786,17 +13902,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14103,12 +14219,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14145,12 +14262,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15310,7 +15428,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15336,7 +15462,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16077,7 +16207,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18802,7 +18934,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18951,16 +19085,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19105,18 +19240,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19299,6 +19422,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22131,7 +22262,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24023,8 +24157,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24644,7 +24782,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26228,10 +26368,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27638,8 +27781,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29939,11 +30082,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30788,7 +30934,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30800,6 +30950,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32820,7 +32980,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33157,14 +33319,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33172,21 +33334,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34462,8 +34624,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34508,7 +34674,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34763,9 +34932,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35224,7 +35393,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36109,7 +36280,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36336,7 +36510,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36357,7 +36531,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37067,6 +37244,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37151,13 +37331,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39861,7 +40053,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40372,11 +40566,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40410,11 +40604,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40436,11 +40630,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40821,7 +41015,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42285,6 +42481,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46185,7 +46391,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46424,7 +46632,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47153,7 +47363,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49834,8 +50048,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49858,15 +50083,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51462,17 +51694,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51481,8 +51724,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53411,11 +53660,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53852,7 +54105,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53996,13 +54251,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54185,7 +54446,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54325,6 +54590,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54337,7 +54614,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55192,7 +55472,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55811,6 +56094,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55996,7 +56287,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56145,7 +56438,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57372,7 +57667,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57388,7 +57686,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57578,7 +57878,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58843,6 +59143,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58904,6 +59207,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58926,7 +59232,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60063,6 +60372,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60092,6 +60405,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60133,7 +60450,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61483,37 +61802,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61532,14 +61852,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61550,14 +61871,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61570,7 +61891,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61578,7 +61899,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61590,13 +61911,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61608,17 +61929,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61631,9 +61954,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61641,8 +61964,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61657,7 +61980,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61675,15 +61998,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61695,29 +62020,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61745,87 +62074,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64998,21 +65327,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65025,7 +65358,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65054,7 +65387,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65064,22 +65429,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65092,8 +65470,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65291,16 +65671,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66545,10 +66925,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66559,8 +66944,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66712,7 +67097,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67244,6 +67631,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71394,6 +71797,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73930,7 +74337,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index b8187d24d5..40ab5e3413 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -468,7 +468,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -483,7 +484,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -533,8 +538,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -544,7 +550,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -598,7 +605,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -610,7 +618,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -852,12 +861,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1025,10 +1038,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3463,6 +3481,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4147,8 +4185,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4839,19 +4876,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4872,21 +4911,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4895,9 +4938,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5549,9 +5593,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5725,8 +5769,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6437,7 +6481,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6674,7 +6723,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7048,7 +7102,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7233,6 +7290,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7252,9 +7312,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7322,7 +7386,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8728,8 +8800,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8780,10 +8853,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9025,12 +9108,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9576,7 +9653,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9737,12 +9819,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9870,10 +9956,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9890,6 +9975,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10030,7 +10130,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10387,14 +10490,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10404,22 +10507,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11708,7 +11811,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11801,7 +11904,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11829,9 +11934,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12328,13 +12433,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12360,8 +12466,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12674,12 +12782,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12724,8 +12832,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12773,8 +12883,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12836,7 +12949,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12961,7 +13074,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13666,17 +13782,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13983,12 +14099,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14025,12 +14142,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15190,7 +15308,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15216,7 +15342,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15957,7 +16087,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18682,7 +18814,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18831,16 +18965,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18985,18 +19120,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19179,6 +19302,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22011,7 +22142,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23900,8 +24034,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24521,7 +24659,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26105,10 +26245,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27515,8 +27658,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29816,11 +29959,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30665,7 +30811,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30677,6 +30827,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32697,7 +32857,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33034,14 +33196,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33049,21 +33211,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34339,8 +34501,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34385,7 +34551,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34640,9 +34809,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35101,7 +35270,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35986,7 +36157,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36213,7 +36387,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36234,7 +36408,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36944,6 +37121,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37028,13 +37208,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39738,7 +39930,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40249,11 +40443,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40287,11 +40481,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40313,11 +40507,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40698,7 +40892,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42162,6 +42358,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46062,7 +46268,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46301,7 +46509,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47030,7 +47240,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49711,8 +49925,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49735,15 +49960,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51339,17 +51571,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51358,8 +51601,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53288,11 +53537,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53729,7 +53982,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53873,13 +54128,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54062,7 +54323,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54202,6 +54467,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54214,7 +54491,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55069,7 +55349,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55688,6 +55971,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55873,7 +56164,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56022,7 +56315,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57249,7 +57544,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57265,7 +57563,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57455,7 +57755,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58720,6 +59020,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58781,6 +59084,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58803,7 +59109,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59940,6 +60249,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59969,6 +60282,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60010,7 +60327,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61360,37 +61679,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61409,14 +61729,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61427,14 +61748,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61447,7 +61768,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61455,7 +61776,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61467,13 +61788,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61485,17 +61806,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61508,9 +61831,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61518,8 +61841,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61534,7 +61857,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61552,15 +61875,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61572,29 +61897,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61622,87 +61951,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64875,21 +65204,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64902,7 +65235,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64931,7 +65264,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64941,22 +65306,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64969,8 +65347,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65168,16 +65548,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66422,10 +66802,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66436,8 +66821,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66589,7 +66974,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67121,6 +67508,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71271,6 +71674,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73807,7 +74214,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 878b7e9aae..1bd920e19b 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -14,12 +14,14 @@
# DomcaSuzi <dominio122@gmail.com>, 2021.
# Tomas Dostal <tomas.dostal.cz@gmail.com>, 2021.
# JoeMoos <josephmoose13@gmail.com>, 2022.
+# Mirinek <mirek.nozicka77@gmail.com>, 2022.
+# Dominik Strnad <domi.str@seznam.cz>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-17 13:59+0000\n"
-"Last-Translator: JoeMoos <josephmoose13@gmail.com>\n"
+"PO-Revision-Date: 2022-11-13 03:28+0000\n"
+"Last-Translator: Dominik Strnad <domi.str@seznam.cz>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/cs/>\n"
"Language: cs\n"
@@ -27,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -92,15 +94,16 @@ msgstr "Výchozí"
#: doc/tools/make_rst.py
msgid "Setter"
-msgstr ""
+msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
msgstr "hodnota"
#: doc/tools/make_rst.py
+#, fuzzy
msgid "Getter"
-msgstr ""
+msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
@@ -680,8 +683,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -696,7 +701,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Vrátí pole slovníků, které reprezentují aktuální zásobník volání.\n"
"[codeblock]\n"
@@ -789,8 +798,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -800,7 +810,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -875,7 +886,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -887,7 +899,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Lineární interpolace mezi dvěma hodnotami normalizovanou hodnout. Toto je "
"opak [method inverse_lerp].\n"
@@ -1242,12 +1255,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1478,16 +1495,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"Mapuje [code]hodnotu[/code] z rozsahu [code][istart, istop][/code] na [code]"
-"[ostart, ostop][/code].\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Vrací 0.5\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -3968,6 +3985,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4297,7 +4334,7 @@ msgstr "Vektorová matematika"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
-msgstr ""
+msgstr "Pokročilá vektorová matematika"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
@@ -4652,8 +4689,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5345,19 +5381,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5378,21 +5416,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5402,9 +5444,10 @@ msgstr "Vrátí tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6056,9 +6099,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6232,8 +6275,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6946,7 +6989,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7183,7 +7231,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7557,7 +7610,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7742,6 +7798,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7761,9 +7820,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7831,7 +7894,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9238,8 +9309,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9290,10 +9362,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9539,12 +9621,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -10090,7 +10166,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10251,12 +10332,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10386,12 +10471,14 @@ msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -10407,6 +10494,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10547,7 +10649,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10904,14 +11009,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10921,22 +11026,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12228,7 +12333,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12321,7 +12426,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12349,9 +12456,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12854,13 +12961,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12886,8 +12994,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13200,12 +13310,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13250,8 +13360,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13299,8 +13411,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13362,7 +13477,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13487,7 +13602,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -14193,17 +14311,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14511,12 +14629,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14553,12 +14672,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15719,7 +15839,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15745,7 +15873,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16489,7 +16621,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19244,7 +19378,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19393,16 +19529,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19548,18 +19685,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Vrátí arkus sinus parametru."
@@ -19745,6 +19870,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22581,7 +22714,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24481,8 +24617,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -25103,7 +25243,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26691,10 +26833,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28108,8 +28253,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30412,11 +30557,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31265,7 +31413,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31277,6 +31429,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33303,7 +33465,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33640,14 +33804,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33655,22 +33819,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Vrátí sinus parametru."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Line2D.xml
msgid ""
@@ -34948,8 +35116,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34994,7 +35166,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35249,9 +35424,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35712,7 +35887,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36622,7 +36799,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36853,7 +37033,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36874,7 +37054,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37594,6 +37777,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37682,13 +37868,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -40395,7 +40593,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40912,11 +41112,11 @@ msgstr "Vrátí tangens parametru."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40950,11 +41150,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40976,11 +41176,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41362,7 +41562,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42848,6 +43050,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46761,7 +46973,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/PopupMenu.xml
@@ -47000,7 +47214,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47730,7 +47946,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50411,8 +50631,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50435,15 +50666,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52044,17 +52282,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52063,8 +52312,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53997,11 +54252,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54438,7 +54697,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54583,13 +54844,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54772,7 +55039,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54912,6 +55183,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54924,7 +55207,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55779,7 +56065,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56399,6 +56688,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56584,7 +56881,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56733,7 +57032,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57960,7 +58261,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57976,7 +58280,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -58167,7 +58473,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59440,6 +59746,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59501,6 +59810,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59523,7 +59835,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60661,6 +60976,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60691,6 +61011,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60732,7 +61057,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -62101,42 +62428,44 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
-msgstr ""
+"theme has [code]theme_type[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
@@ -62155,15 +62484,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
@@ -62174,16 +62505,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
@@ -62194,16 +62526,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
@@ -62215,14 +62548,15 @@ msgstr ""
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
@@ -62233,17 +62567,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62256,9 +62592,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62266,8 +62602,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62282,7 +62618,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62302,18 +62638,23 @@ msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
@@ -62326,32 +62667,45 @@ msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
@@ -62379,90 +62733,113 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
-msgstr ""
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
#: doc/classes/Theme.xml
msgid ""
@@ -65646,21 +66023,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65673,7 +66054,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65702,7 +66083,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65712,22 +66125,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65740,8 +66166,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65939,16 +66367,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -67206,10 +67634,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67220,8 +67653,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67375,7 +67808,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67907,6 +68342,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -72080,6 +72531,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74620,7 +75075,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 0cf8d9ae17..1533aa651d 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -48,12 +48,19 @@
# Christian Packenius <christian@packenius.com>, 2022.
# Hannes Petersen <01zustrom.baklava@icloud.com>, 2022.
# Hans Peter <figefi6308@runqx.com>, 2022.
+# Tim <sakul8826@gmail.com>, 2022.
+# Anonynonymouse <tom.spaine60388@gmail.com>, 2022.
+# Felix Bitsch <felix.a.bitsch@gmail.com>, 2022.
+# Coxcopi <master.vogel2015@gmail.com>, 2022.
+# Harusakii <spieleok@gmail.com>, 2022.
+# GadMas <c.vavra@web.de>, 2022.
+# JodliDev <jodlidev@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-23 03:56+0000\n"
-"Last-Translator: Hans Peter <figefi6308@runqx.com>\n"
+"PO-Revision-Date: 2022-11-10 23:27+0000\n"
+"Last-Translator: JodliDev <jodlidev@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@@ -61,7 +68,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -89,7 +96,7 @@ msgstr "Signale"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "Aufzählungstypen"
+msgstr "Aufzählungen"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -105,7 +112,7 @@ msgstr "Methoden-Beschreibung"
#: doc/tools/make_rst.py
msgid "Theme Property Descriptions"
-msgstr "Beschreibung der Theme-Eigenschaften"
+msgstr "Theme-Eigenschaften Beschreibungen"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -239,8 +246,8 @@ msgid ""
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
-"Gibt den absoluten Wert des Parameters [code]s[/code] zurück (d.h. "
-"vorzeichenloser Wert).\n"
+"Gibt den absoluten Wert des Parameters [code]s[/code] zurück (positiver "
+"Wert).\n"
"[codeblock]\n"
"a = abs(-1) # a ist 1\n"
"[/codeblock]"
@@ -563,11 +570,11 @@ msgstr ""
"- Für [code]Dictionary[/code]s, prüft [code]==[/code] nur, ob es dasselbe "
"Objekt ist .\n"
"- Für [code]Array[/code]s, [code]==[/code] werden die Arrays elementweise "
-"mit [code]==[/code] verglichen. Der Elemente-Vergleich ist also wieder "
+"mit [code]==[/code] verglichen. Der Elemente-Vergleich ist also wieder "
"einfach, nicht tief.\n"
-"Zusammengefasst, immer wenn möglicherweise ein [code]Dictionary[/code] "
-"involviert ist und du einen echten Inhaltsvergleich brauchst, verwende "
-"[code]deep_equal[/code]."
+"Zusammengefasst, immer wenn ein [code]Dictionary[/code] potentiell "
+"involviert ist, und du einen wahren Inhaltsvergleich brauchst, musst du "
+"[code]deep_equal[/code] verwenden."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -587,11 +594,10 @@ msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
-"Konvertiert ein Wörterbuch (das zuvor mit [method inst2dict] erstellt wurde) "
+"Konvertiert ein Dictionary (das zuvor mit [method inst2dict] erstellt wurde) "
"zurück in eine Instanz. Nützlich für die Deserialisierung."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -611,23 +617,24 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"Gibt einen interpolierten Wert von [code]x[/code] basiert auf einer Funktion "
-"die durch [code]curve[/code] definiert wird. Die Funktion basiert auf einem "
-"Exponent. Die [code]curve[/code] kann jegliche Gleitkommazahl sein, von "
-"welchen diese spezifische Werte zu folgendem Verhalten führen:\n"
+"Gibt einen interpolierten Wert von [code]x[/code] basierend auf einer "
+"Übergangsfunktion die durch [code]curve[/code] definiert wird. Diese "
+"Übergangsfunktion basiert auf einem Exponenten. Die [code]curve[/code] kann "
+"eine beliebige Fließkommazahl sein, wobei bestimmte Werte zu folgendem "
+"Verhalten führen:\n"
"[codeblock]\n"
-"- Weniger als -1.0 (exclusiv): Beschleunige in-out\n"
+"- Weniger als -1.0 (exklusiv): Ease in-out\n"
"- 1.0: Linear\n"
-"- Zwischen -1.0 und 0.0 (exclusiv): Beschleunige out-in\n"
+"- Zwischen -1.0 und 0.0 (exklusiv): Ease out-in\n"
"- 0.0: Konstant\n"
-"- Zwischen 0.0 und 1.0 (exclusiv): Beschleunige in\n"
+"- Zwischen 0.0 und 1.0 (exklusiv): Ease in\n"
"- 1.0: Linear\n"
-"- Mehr als 1.0 (exclusive): Beschleunige out\n"
+"- Mehr als 1.0 (exklusive): Beschleunige out\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
-"Siehe auch [method smoothstep]. Falls du fortgeschrittene Übergänge "
-"erstellen möchtest, benutze [Tween] oder [AnimationPlayer]."
+"Siehe auch [method smoothstep]. Wenn du noch komplexere Übergänge erstellen "
+"möchtest, benutze [Tween] oder [AnimationPlayer]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -757,8 +764,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -773,7 +782,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Gibt ein Array von Wörterbüchern zurück, das den aktuellen Aufrufstapel "
"darstellt.\n"
@@ -866,8 +879,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -877,26 +891,28 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
-msgstr ""
-"Gibt zurück einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung "
-"des Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
-"interpolierten Wert in [code]weight[/code]. Der Rückgabewert liegt zwischen "
-"[code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] zwischen "
-"[code]from[/code] und [code]to[/code] (einschließlich). Liegt [code]weight[/"
-"code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor zurückgegeben "
-"(Rückgabewert kleiner als [code]0.0[/code] oder größer als [code]1.0[/"
-"code]).\n"
-"[codeblock]\n"
-"# Die Interpolationsratio im `lerp()`-Aufruf unten beträgt 0.75.\n"
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
+msgstr ""
+"Gibt einen Inter- bzw. Extrapolationsfaktor unter Berücksichtigung des "
+"Zahlenraums von [code]from[/code] bis [code]to[/code], und dem "
+"interpolierten Wert in [code]weight[/code] zurück. Der Rückgabewert liegt "
+"zwischen [code]0.0[/code] und [code]1.0[/code] wenn [code]weight[/code] "
+"zwischen [code]from[/code] und [code]to[/code] (einschließlich). Liegt "
+"[code]weight[/code] außerhalb dieses Bereichs, wird ein Extrapolationsfaktor "
+"zurückgegeben (Rückgabewert kleiner als [code]0.0[/code] oder größer als "
+"[code]1.0[/code]).\n"
+"[codeblock]\n"
+"# Der Interpolationsfaktor im `lerp()`-Aufruf unten beträgt 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` beträgt nun 27.5.\n"
-"# Angenommen, die ursprüngliche Ratio ist nun nicht mehr bekannt und soll "
-"zurückerrechnet werden.\n"
+"# Angenommen, der ursprüngliche Faktor ist nun nicht mehr bekannt und soll "
+"zurück errechnet werden.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` beträgt nun 0.75.\n"
"[/codeblock]\n"
-"Siehe auch [method lerp] für die Umkehrung dieser Funktion."
+"Siehe auch [method lerp] für die Umkehrung dieser Funktion und [method "
+"range_lerp] um Zahlenbereiche aufeinander abzubilden."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -973,7 +989,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -985,15 +1002,17 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Interpoliert linear zwischen zwei Werten mit dem in [code]weight[/code] "
-"definierten Faktor. Um eine Interpolation durchzuführen, sollte "
-"[code]Gewicht[/code] zwischen [code]0.0[/code] und [code]1.0[/code] "
-"(einschließlich) liegen. Werte außerhalb dieses Bereichs sind jedoch "
-"zulässig und können verwendet werden, um [i]Extrapolation[/i] "
-"durchzuführen.\n"
-"Wenn die Argumente [code]von[/code] und [code]bis[/code] vom Typ [int] oder "
+"definierten Faktor. Um eine Interpolation durchzuführen, sollte [code]weigh[/"
+"code] zwischen [code]0.0[/code] und [code]1.0[/code] (einschließlich) "
+"liegen. Werte außerhalb dieses Bereichs sind jedoch zulässig und können "
+"verwendet werden, um [i]Extrapolation[/i] durchzuführen. Falls dies nicht "
+"gewünscht ist, kann [method clamp] auf dem Ergebnis von [method lerp] "
+"angewendet werden.\n"
+"Wenn die Argumente [code]from[/code] und [code]to[/code] vom Typ [int] oder "
"[float] sind, ist der Rückgabewert ein [float].\n"
"Wenn beide vom gleichen Vektortyp sind ([Vector2], [Vector3] oder [Color]), "
"ist der Rückgabewert vom gleichen Typ ([code]lerp[/code] ruft dann die "
@@ -1002,9 +1021,10 @@ msgstr ""
"lerp(0, 4, 0.75) # Gibt 3.0 zurück\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Liefert Vector2(2, 3.5)\n"
"[/codeblock]\n"
-"Siehe auch [method inverse_lerp], die die Umkehrung dieser Operation "
-"durchführt. Um eine Interpolation mit [method lerp] durchzuführen, "
-"kombiniere sie mit [method ease] oder [method smoothstep]."
+"Siehe auch [method inverse_lerp], welche die Umkehrung dieser Operation "
+"durchführt. Um eine \"eased Interpolation\" mit [method lerp] durchzuführen, "
+"kombiniere sie mit [method ease] oder [method smoothstep]. Siehe auch "
+"[method range_lerp] um eine Serie von Werten ineinander abzubilden."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -1335,7 +1355,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -1345,7 +1364,7 @@ msgid ""
msgstr ""
"Liefert das Ergebnis von [code]x[/code] hoch [code]y[/code].\n"
"[codeblock]\n"
-"pow(2, 5) # liefert 32\n"
+"pow(2, 5) # liefert 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1422,19 +1441,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Gibt einen Stacktrace zum Quelltextort aus, funktioniert nur wenn das "
-"\"Ausführen mit Debugger\" aktiviert ist.\n"
-"Die Ausgabe in der Konsole würde ungefähr so aussehen:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1721,16 +1738,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"Bildet den Wert [code]value[/code] von einem Zahlenbereich [code]istart, "
-"istop[/code] auf einen anderen [code]ostart, ostop[/code] ab.\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Ergibt 0.5\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2864,7 +2881,7 @@ msgstr "Rechte Richtungs-Taste."
msgid ""
"Media back key. Not to be confused with the Back button on an Android device."
msgstr ""
-"Medien-Zurück-Taste. Nicht zu verwechseln mit dem Zurück-Knopf bei einem "
+"Media back Taste. Nicht zu verwechseln mit der Zurück-Taste auf einem "
"Android-Gerät."
#: doc/classes/@GlobalScope.xml
@@ -3930,7 +3947,7 @@ msgstr "Gamecontroller linke Triggerachse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick click."
-msgstr "Klick auf dem linken Stick des Gamepads."
+msgstr "Klick auf den linken Analog-Stick auf einem Gamepad."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3943,7 +3960,7 @@ msgstr "Gamecontroller rechte Trigger-Achse."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick click."
-msgstr "Klick des rechten Stick des Gamepads."
+msgstr "Klick auf den rechten Analog Stick eines Gamepads."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick horizontal axis."
@@ -4091,18 +4108,27 @@ msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI-System-exklusive Nachricht. Dieses Verhalten gilt nur für das Gerät, "
+"von dem Sie Eingaben empfangen. Das Abrufen dieser Daten ist in Godot nicht "
+"implementiert."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI-Viertel-Frame-Meldung. Enthält Zeitinformationen, die zur "
+"Synchronisierung von MIDI-Geräten verwendet werden. Das Abrufen dieser Daten "
+"ist in Godot nicht implementiert."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI-Songpositionszeiger-Meldung. Gibt die Anzahl der 16tel-Noten seit "
+"Beginn des Liedes an. Das Abrufen dieser Daten ist in Godot nicht "
+"implementiert."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4118,6 +4144,8 @@ msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr ""
+"MIDI Tune Request Nachricht. Beim Empfang einer Tune-Anforderung sollten "
+"alle analogen Synthesizer ihre Oszillatoren stimmen."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4150,6 +4178,8 @@ msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr ""
+"MIDI active sensing message. Diese Meldung soll wiederholt gesendet werden, "
+"um dem Empfänger mitzuteilen, dass eine Verbindung besteht."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4436,6 +4466,15 @@ msgid ""
"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
"One,Three:3,Four,Six:6\"[/code]."
msgstr ""
+"Weist darauf hin, dass eine Integer-, Float- oder String-Eigenschaft ein "
+"Aufzählungswert ist, der in einer über eine Hinweiszeichenfolge angegebenen "
+"Liste auszuwählen ist.\n"
+"Die Hinweiszeichenkette ist eine durch Kommata getrennte Liste von Namen wie "
+"z. B. [code]\"Hallo,Etwas,Sonst\"[/code]. Bei Integer- und Float-"
+"Eigenschaften hat der erste Name in der Liste den Wert 0, der nächste den "
+"Wert 1 und so weiter. Explizite Werte können auch durch Anhängen von [code]:"
+"integer[/code] an den Namen angegeben werden, z. B. [code]\"Null,Eins,Drei:3,"
+"Vier,Sechs:6\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4445,6 +4484,12 @@ msgid ""
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
+"weist darauf hin, dass eine Zeichenketteneigenschaft ein Aufzählungswert "
+"sein kann, der aus einer Liste ausgewählt werden kann, die über eine "
+"Hinweiszeichenfolge wie [code]\"Hallo,Etwas,Sonst\"[/code]\n"
+"m Gegensatz zu [constant PROPERTY_HINT_ENUM] akzeptiert eine Eigenschaft mit "
+"diesem Hinweis weiterhin beliebige Werte und kann leer sein. Die Liste der "
+"Werte dient dazu, mögliche Werte vorzuschlagen."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4617,6 +4662,26 @@ msgstr ""
"wurde."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert "
@@ -4998,6 +5063,16 @@ msgid ""
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/codeblock]"
msgstr ""
+"Gibt eine Kopie dieses [AABB] zurück, erweitert um einen bestimmten Punkt "
+"einzuschließen.\n"
+"[b]Beispiel:[/b]\n"
+"[codeblock]\n"
+"# Position (-3, 2, 0), Größe (1, 1, 1)\n"
+"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
+"# Position (-3, -1, 0), Größe (3, 4, 2), so dass wir sowohl das "
+"ursprüngliche AABB als auch Vector3(0, -1, 2) unterbringen\n"
+"var box2 = box.expand(Vector3(0, -1, 2))\n"
+"[/codeblock]"
#: doc/classes/AABB.xml
msgid "Returns the volume of the [AABB]."
@@ -5193,6 +5268,11 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Gibt die für den eingebauten Text verwendete Bezeichnung zurück.\n"
+"[b]Warnung:[/b] Dies ist ein erforderlicher interner Knoten; das Entfernen "
+"und Freigeben dieses Knotens kann zu einem Absturz führen. Wenn Sie ihn oder "
+"eines seiner Kinder ausblenden möchten, verwenden Sie deren Eigenschaft "
+"[member CanvasItem.visible]."
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -5201,6 +5281,11 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Gibt die OK [Button]-Instanz zurück.\n"
+"[b]Warnung:[/b] Dies ist ein erforderlicher interner Knoten; das Entfernen "
+"und Freigeben dieses Knotens kann zu einem Absturz führen. Wenn Sie ihn oder "
+"eines seiner Kinder ausblenden möchten, verwenden Sie deren Eigenschaft "
+"[member CanvasItem.visible]."
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -5218,6 +5303,12 @@ msgid ""
"the [code]button[/code] will no longer emit this dialog's [signal "
"custom_action] signal or cancel this dialog."
msgstr ""
+"Entfernt den [code]button[/code] aus dem Dialog. Gibt den [code]button[/"
+"code] NICHT frei. Der [code]button[/code] muss ein [Button] sein, der mit "
+"der [method add_button] oder [method add_cancel] Methode hinzugefügt wurde. "
+"Nach dem Entfernen wird das Drücken des [code]button[/code] nicht mehr das "
+"[signal custom_action]-Signal dieses Dialogs auslösen oder diesen Dialog "
+"abbrechen."
#: doc/classes/AcceptDialog.xml
msgid "Sets autowrapping for the text in the dialog."
@@ -5433,6 +5524,18 @@ msgid ""
"code] will make it so the [code]run[/code] animation uses normal and "
"specular maps."
msgstr ""
+"[AnimatedSprite] ähnelt dem [Sprite]-Knoten, außer dass er mehrere Texturen "
+"als Animationsrahmen enthält. Animationen werden mit einer [SpriteFrames]-"
+"Ressource erstellt, die es Ihnen ermöglicht, Bilddateien (oder einen Ordner "
+"mit diesen Dateien) zu importieren, um die Animationsrahmen für das Sprite "
+"bereitzustellen. Die [SpriteFrames]-Ressource kann im Editor über die untere "
+"Leiste SpriteFrames konfiguriert werden.\n"
+"[b]Hinweis:[/b] Du kannst eine Reihe von Normal- oder Specular-Maps "
+"zuordnen, indem du zusätzliche [SpriteFrames]-Ressourcen mit einem "
+"[code]_normal[/code] oder [code]_specular[/code] Suffix erstellst. Wenn du "
+"zum Beispiel 3 [SpriteFrames]-Ressourcen [code]run[/code], [code]run_normal[/"
+"code] und [code]run_specular[/code] hast, wird die [code]run[/code]-"
+"Animation normale und spekulare Maps verwenden."
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
@@ -5442,8 +5545,7 @@ msgstr "2D Sprite Animation"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "2D „Dodge The Creeps“ Demo"
@@ -5498,6 +5600,9 @@ msgid ""
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
+"Die [SpriteFrames]-Ressource, die die Animation(en) enthält. Ermöglicht es "
+"Ihnen, die Zustände der [SpriteFrames]-Ressource zu laden, zu bearbeiten, zu "
+"löschen, eindeutig zu machen und zu speichern."
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
@@ -6398,26 +6503,22 @@ msgstr ""
"Knoten nicht zur Addition anzeigen."
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
-"Ruft die Textbeschriftung für diesen Knoten ab (wird von einigen Editoren "
-"verwendet)."
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
-"Ruft einen untergeordneten Knoten nach Index ab (wird von Editoren "
-"verwendet, die von [AnimationRootNode] erben)."
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
-"Ruft alle Kindknoten in der Reihenfolge als [code]Name: Knoten[/code]-"
-"Wörterbuch ab. Nur nützlich beim Erben von [AnimationRootNode]."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6441,17 +6542,22 @@ msgstr ""
"Bäumen wiederverwendet werden kann."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
"Ruft den Standardwert eines Parameters ab. Parameter sind benutzerdefinierte "
"lokale Speicher, die für Ihre Knoten verwendet werden, da eine Ressource in "
"mehreren Bäumen wiederverwendet werden kann."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
@@ -6461,9 +6567,11 @@ msgstr ""
"ist ähnlich wie bei [method Object.get_property_list]."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
"Gibt [code]true[/code] zurück, ob der Mischbaum-Editor die Filterbearbeitung "
"an diesem Node anzeigen soll."
@@ -6474,10 +6582,12 @@ msgid "Returns whether the given path is filtered."
msgstr "Gibt [code]true[/code] zurück, ob ein gegebener Pfad gefiltert ist."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6633,7 +6743,7 @@ msgstr "AnimationTree"
#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
msgid "Third Person Shooter Demo"
-msgstr ""
+msgstr "Third Person Shooter Demo"
#: doc/classes/AnimationNodeAnimation.xml
msgid "Input animation to use in an [AnimationNodeBlendTree]."
@@ -6659,7 +6769,7 @@ msgstr ""
#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
msgid "3D Platformer Demo"
-msgstr ""
+msgstr "3D Platformer Demo"
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
@@ -7332,9 +7442,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -7454,6 +7564,24 @@ msgid ""
"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
"[/codeblock]"
msgstr ""
+"Dieser Knoten kann verwendet werden, um einen Suchbefehl für alle "
+"Unterkinder des Animationsgraphen auszuführen. Verwenden Sie diesen "
+"Knotentyp, um eine [Animation] ab dem Start oder einer bestimmten "
+"Abspielposition innerhalb des [AnimationNodeBlendTree] abzuspielen. Nach dem "
+"Einstellen der Zeit und dem Ändern der Animationswiedergabe geht der "
+"Suchknoten beim nächsten Prozessbild automatisch in den Schlafmodus, indem "
+"er seinen Wert [code]seek_position[/code] auf [code]-1.0[/code] setzt.\n"
+"[codeblock]\n"
+"# Kind-Animation von Anfang an abspielen.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
+"# Alternativer Syntax (gleiches Ergebnis wie oben).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
+"\n"
+"# Kind-Animation ab dem 12 Sekunden Zeitstempel abspielen.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
+"# Alternativer Syntax (gleiches Ergebnis wie oben).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
+"[/codeblock]"
#: doc/classes/AnimationNodeTransition.xml
msgid "A generic animation transition node for [AnimationTree]."
@@ -7570,9 +7698,10 @@ msgstr ""
"Zeichenkette, wenn nicht gefunden."
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
"Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/"
"code], wenn nicht gefunden."
@@ -7761,6 +7890,15 @@ msgid ""
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
+"Der Name der aktuell abgespielten Animation. Wenn keine Animation abgespielt "
+"wird, ist der Wert der Eigenschaft eine leere Zeichenkette. Eine Änderung "
+"dieses Wertes führt nicht zum Neustart der Animation. Weitere Informationen "
+"über das Abspielen von Animationen finden Sie unter [method play].\n"
+"[b]Hinweis:[/b] Diese Eigenschaft wird zwar im Inspektor angezeigt, ist aber "
+"nicht zum Bearbeiten gedacht und wird nicht in der Szene gespeichert. Diese "
+"Eigenschaft wird hauptsächlich verwendet, um die aktuell abgespielte "
+"Animation zu erhalten, und intern für Animationswiedergabespuren. Für "
+"weitere Informationen, siehe [Animation]."
#: doc/classes/AnimationPlayer.xml
msgid "The length (in seconds) of the currently being played animation."
@@ -7814,6 +7952,13 @@ msgid ""
"defined by the reset animation, if any, with the editor keeping the values "
"that the nodes had before saving."
msgstr ""
+"Dies wird vom Editor verwendet. Wenn es auf [code]true[/code] gesetzt wird, "
+"wird die Szene mit den Effekten der Reset-Animation gespeichert (als ob sie "
+"auf Zeit 0 gesucht worden wäre), und nach dem Speichern wieder "
+"zurückgesetzt.\n"
+"Mit anderen Worten, die gespeicherte Szenendatei enthält die \"Standard-"
+"Pose\", wie sie durch die Rücksetz-Animation definiert ist, und der Editor "
+"behält die Werte bei, die die Knoten vor dem Speichern hatten."
#: doc/classes/AnimationPlayer.xml
msgid "The node from which node path references will travel."
@@ -8073,6 +8218,8 @@ msgid ""
"Binds a new [Animation] from the [member master_player] to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
+"Bindet eine neue [Animation] aus dem [member master_player] an den "
+"Animationsknoten des [AnimationTreePlayer] mit dem Namen [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8080,12 +8227,18 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Wenn [code]enable[/code] [code]true[/code] ist, schaltet der "
+"Animationsknoten mit der ID [code]id[/code] die Spur aus, die die "
+"Eigenschaft bei [code]path[/code] ändert. Die Kinder des geänderten Knotens "
+"werden weiterhin animiert."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Binds the [Animation] named [code]source[/code] from [member master_player] "
"to the animation node [code]id[/code]. Recalculates caches."
msgstr ""
+"Bindet die [Animation] namens [code]source[/code] vom [member master_player] "
+"an den Animationsknoten [code]id[/code]. Berechnet die Caches neu."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8109,6 +8262,12 @@ msgid ""
"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
"influence of B gets raised. At 1, output is input B."
msgstr ""
+"Legt den Überblendungswert eines Blend2-Knotens mit seinem Namen und Wert "
+"fest.\n"
+"Ein Blend2-Knoten überblendet zwei Animationen (A und B) mit einem Wert "
+"zwischen 0 und 1.\n"
+"Bei 0 ist die Ausgabe die Eingabe A. In Richtung 1 wird der Einfluss von A "
+"verringert, der Einfluss von B erhöht. Bei 1 ist die Ausgabe die Eingabe B."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8116,6 +8275,10 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Wenn [code]enable[/code] [code]true[/code] ist, schaltet der Blend2-Knoten "
+"mit dem Namen [code]id[/code] die Spur aus, die die Eigenschaft bei "
+"[code]path[/code] ändert. Die Kinder des geänderten Knotens werden weiterhin "
+"animiert."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8132,6 +8295,15 @@ msgid ""
"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
"gets raised and the influence of B+ is 0. At 1, output is input B+."
msgstr ""
+"Legt den Überblendungsgrad eines Blend3-Knotens mit seinem Namen und Wert "
+"fest.\n"
+"Ein Blend3-Knoten überblendet drei Animationen (A, B-, B+) mit einem Wert "
+"zwischen -1 und 1.\n"
+"Bei -1 ist die Ausgabe die Eingabe B-. Von -1 bis 0 wird der Einfluss von B- "
+"verringert, der Einfluss von A wird erhöht und der Einfluss von B+ ist 0. "
+"Bei 0 ist die Ausgabe die Eingabe A. Von 0 bis 1 wird der Einfluss von A "
+"verringert, der Einfluss von B+ wird erhöht und der Einfluss von B+ ist 0. "
+"Bei 1 ist die Ausgabe die Eingabe B+."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8144,6 +8316,10 @@ msgid ""
"A Blend4 Node blends two pairs of animations.\n"
"The two pairs are blended like Blend2 and then added together."
msgstr ""
+"Legt den Überblendungsgrad eines Blend4-Knotens mit seinem Namen und Wert "
+"fest.\n"
+"Ein Blend4-Knoten blendet zwei Paare von Animationen.\n"
+"Die beiden Paare werden wie Blend2 überblendet und dann addiert."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8160,7 +8336,7 @@ msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist."
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
-msgstr ""
+msgstr "Gibt ein [PoolStringArray] zurück, das die Namen aller Knoten enthält."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8172,16 +8348,22 @@ msgid ""
"Sets the mix amount of a Mix node given its name and value.\n"
"A Mix node adds input b to input a by the amount given by ratio."
msgstr ""
+"Legt die Mischmenge eines Mix-Knotens fest, dessen Name und Wert angegeben "
+"ist.\n"
+"Ein Mix-Knoten fügt Eingang B zu Eingang A um den durch ratio angegebenen "
+"Betrag hinzu."
#: doc/classes/AnimationTreePlayer.xml
msgid "Check if a node exists (by name)."
-msgstr ""
+msgstr "Prüfen, ob ein Knoten existiert (nach Name)."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the input count for a given node. Different types of nodes have "
"different amount of inputs."
msgstr ""
+"Gibt die Anzahl der Eingaben für einen bestimmten Knoten zurück. "
+"Verschiedene Knotentypen haben eine unterschiedliche Anzahl von Eingängen."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8196,6 +8378,7 @@ msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
#: doc/classes/AnimationTreePlayer.xml
msgid "Gets the node type, will return from [enum NodeType] enum."
msgstr ""
+"Ruft den Knotentyp ab, wird von der Aufzählung [enum NodeType] zurückgegeben."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8243,28 +8426,38 @@ msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
msgid ""
"Sets the autorestart property of a OneShot node given its name and value."
msgstr ""
+"Legt die Autorestart-Eigenschaft eines OneShot-Knotens mit dessen Namen und "
+"Wert fest."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart delay of a OneShot node given its name and value in "
"seconds."
msgstr ""
+"Legt die Autostart-Verzögerung eines OneShot-Knotens fest, wobei der Name "
+"und der Wert in Sekunden angegeben werden."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart random delay of a OneShot node given its name and value "
"in seconds."
msgstr ""
+"Legt die Zufallsverzögerung für den Autorestart eines OneShot-Knotens fest, "
+"wobei der Name und der Wert in Sekunden angegeben werden."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade in time of a OneShot node given its name and value in seconds."
msgstr ""
+"Legt die Einblendzeit eines OneShot-Knotens mit seinem Namen und einem Wert "
+"in Sekunden fest."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade out time of a OneShot node given its name and value in seconds."
msgstr ""
+"Legt die Ausblendzeit eines OneShot-Knotens fest, wobei der Name und der "
+"Wert in Sekunden angegeben werden."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8272,6 +8465,9 @@ msgid ""
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
+"Wenn [code]enable[/code] [code]true[/code] ist, schaltet der OneShot-Knoten "
+"mit der ID [code]id[/code] die Spur aus, die die Eigenschaft bei [code]path[/"
+"code] ändert. Die Kinder des geänderten Knotens werden weiterhin animiert"
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8289,6 +8485,9 @@ msgid ""
"animation nodes. Needed when external sources modify the animation nodes' "
"state."
msgstr ""
+"Berechnet den Cache der von Animationsknoten erzeugten Spurinformationen "
+"manuell neu. Wird benötigt, wenn externe Quellen den Zustand der "
+"Animationsknoten ändern."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8297,7 +8496,7 @@ msgstr "Entfernt die Animation mit dem key [code]name[/code]."
#: doc/classes/AnimationTreePlayer.xml
msgid "Resets this [AnimationTreePlayer]."
-msgstr ""
+msgstr "Setzt diesen [AnimationTreePlayer] zurück."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8314,6 +8513,12 @@ msgid ""
"If applied after a blend or mix, affects all input animations to that blend "
"or mix."
msgstr ""
+"Setzt die Zeitskala des TimeScale-Knotens mit dem Namen [code]id[/code] auf "
+"[code]scale[/code].\n"
+"Der TimeScale-Knoten wird verwendet, um [Animationen] zu beschleunigen, wenn "
+"die Skala über 1 liegt, oder sie zu verlangsamen, wenn sie unter 1 liegt.\n"
+"Wenn er nach einer Überblendung oder Mischung angewendet wird, wirkt er sich "
+"auf alle Eingangsanimationen für diese Überblendung oder Mischung aus."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8322,6 +8527,10 @@ msgid ""
"This functions as a seek in the [Animation] or the blend or mix of "
"[Animation]s input in it."
msgstr ""
+"Setzt den Zeitsuchwert des TimeSeek-Knotens mit dem Namen [code]id[/code] "
+"auf [code]seconds[/code].\n"
+"Dies funktioniert wie ein Suchlauf in der [Animation] oder der Mischung oder "
+"dem Mix von [Animation]en, die darin eingegeben werden."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8346,6 +8555,9 @@ msgid ""
"Returns the number of inputs for the transition node with name [code]id[/"
"code]. You can add inputs by right-clicking on the transition node."
msgstr ""
+"Gibt die Anzahl der Eingänge für den Übergangsknoten mit dem Namen [code]id[/"
+"code] zurück. Sie können Eingaben hinzufügen, indem Sie mit der rechten "
+"Maustaste auf den Übergangsknoten klicken."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8360,6 +8572,9 @@ msgid ""
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn die Eingabe an [code]input_idx[/code] "
+"auf dem Übergangsknoten mit dem Namen [code]id[/code] so eingestellt ist, "
+"dass sie nach Abschluss automatisch zur nächsten Eingabe übergeht."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8375,12 +8590,17 @@ msgid ""
"The transition node with name [code]id[/code] advances to its next input "
"automatically when the input at [code]input_idx[/code] completes."
msgstr ""
+"Der Übergangsknoten mit dem Namen [code]id[/code] geht automatisch zu seiner "
+"nächsten Eingabe über, wenn die Eingabe an [code]input_idx[/code] "
+"abgeschlossen ist."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Resizes the number of inputs available for the transition node with name "
"[code]id[/code]."
msgstr ""
+"Verändert die Anzahl der verfügbaren Eingänge für den Übergangsknoten mit "
+"dem Namen [code]id[/code]."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8403,6 +8623,9 @@ msgid ""
"It accesses the bones, so it should point to the same node the "
"[AnimationPlayer] would point its Root Node at."
msgstr ""
+"Der Knoten, von dem aus relativ auf andere Knoten zugegriffen werden kann.\n"
+"Er greift auf die Bones zu, sollte also auf denselben Knoten zeigen, auf den "
+"der [AnimationPlayer] seinen Root Knoten zeigen würde."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8410,6 +8633,10 @@ msgid ""
"binds animations to animation nodes.\n"
"Once set, [Animation] nodes can be added to the [AnimationTreePlayer]."
msgstr ""
+"Der Pfad zum [AnimationPlayer], von dem dieser [AnimationTreePlayer] "
+"Animationen an Animationsknoten bindet.\n"
+"Einmal festgelegt, können [Animation]-Knoten zum [AnimationTreePlayer] "
+"hinzugefügt werden."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8418,7 +8645,7 @@ msgstr "Die Prozessmeldung, in der die Animationen aktualisiert werden sollen."
#: doc/classes/AnimationTreePlayer.xml
msgid "Output node."
-msgstr ""
+msgstr "Ausgangsknoten."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8432,27 +8659,27 @@ msgstr "Einmaliger Timer."
#: doc/classes/AnimationTreePlayer.xml
msgid "Mix node."
-msgstr ""
+msgstr "Mischknoten."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend2 node."
-msgstr ""
+msgstr "Blend2 Knoten."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend3 node."
-msgstr ""
+msgstr "Blend3 Knoten."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend4 node."
-msgstr ""
+msgstr "Blend4 Knoten."
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeScale node."
-msgstr ""
+msgstr "TimeScale Knoten."
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeSeek node."
-msgstr ""
+msgstr "TimeSeek Knoten."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8465,20 +8692,21 @@ msgid "3D area for detection and physics and audio influence."
msgstr "2D-Bereich zur Erkennung und 2D-Physik-Einfluss."
#: doc/classes/Area.xml
-#, fuzzy
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
-"2D-Bereich, der [CollisionObject2D]-Knoten erkennt, die sich überlappen, "
-"eintreten oder austreten. Kann auch lokale Physikparameter (Schwerkraft, "
-"Dämpfung) ändern oder außer Kraft setzen."
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "GUI in 3D Demo"
-msgstr ""
+msgstr "Benutzeroberfläche in 3D-Demo"
#: doc/classes/Area.xml
msgid ""
@@ -8645,10 +8873,15 @@ msgid ""
"The degree to which this area applies reverb to its associated audio. Ranges "
"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
+"Der Grad, in dem dieser Bereich Hall auf das zugehörige Audiomaterial "
+"anwendet. Der Bereich reicht von [code]0[/code] bis [code]1[/code] mit einer "
+"Genauigkeit von [code]0.1[/code]."
#: doc/classes/Area.xml
msgid "If [code]true[/code], the area applies reverb to its associated audio."
msgstr ""
+"Wenn [code]true[/code], wendet der Bereich Hall auf das zugehörige "
+"Audiomaterial an."
#: doc/classes/Area.xml
msgid "The reverb bus name to use for this area's associated audio."
@@ -8677,6 +8910,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Wird ausgesendet, wenn ein anderer Bereich diesen Bereich betritt. "
+"Erfordert, dass [member monitoring] auf [code]true[/code] gesetzt ist.\n"
+"[code]area[/code] der andere Bereich."
#: doc/classes/Area.xml
msgid ""
@@ -8684,6 +8920,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Wird ausgesendet, wenn ein anderer Bereich diesen Bereich verlässt. "
+"Erfordert, dass [member monitoring] auf [code]true[/code] gesetzt ist.\n"
+"[code]area[/code] der andere Bereich."
#: doc/classes/Area.xml
msgid ""
@@ -8699,6 +8938,18 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Wird ausgesendet, wenn [Shape]s eines anderen Bereichs in [Shape]s dieses "
+"Bereichs eintreten. Erfordert, dass [member monitoring] auf [code]true[/"
+"code] gesetzt ist.\n"
+"[code]area_rid[/code] die [RID] des vom [PhysicsServer] verwendeten "
+"[CollisionObject] des anderen Bereichs.\n"
+"[code]area[/code] die andere Area.\n"
+"[code]area_shape_index[/code] der Index des [Shape] des anderen Bereichs, "
+"der vom [PhysicsServer] verwendet wird. Holen Sie den [CollisionShape] "
+"Knoten mit [code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] der Index des [Shape] dieses Bereichs, der "
+"vom [PhysicsServer] verwendet wird. Holen Sie den [CollisionShape] Knoten "
+"mit [code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area.xml
msgid ""
@@ -8708,6 +8959,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"Wird ausgesendet, wenn ein [PhysicsBody] oder eine [GridMap] diesen Bereich "
+"betritt. Erfordert, dass [member monitoring] auf [code]true[/code] gesetzt "
+"ist. [GridMap]s werden erkannt, wenn die [MeshLibrary] Kollisions-[Shape]s "
+"hat.\n"
+"[code]body[/code] die [Node] des anderen [PhysicsBody] oder der [GridMap], "
+"wenn er im Baum existiert."
#: doc/classes/Area.xml
msgid ""
@@ -8717,6 +8974,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
+"Wird ausgesendet, wenn ein [PhysicsBody] oder eine [GridMap] diesen Bereich "
+"verlässt. Erfordert, dass [member monitoring] auf [code]true[/code] gesetzt "
+"ist. [GridMap]s werden erkannt, wenn die [MeshLibrary] Kollisions-[Shape]s "
+"hat.\n"
+"[code]body[/code] der [Node], falls im Baum vorhanden, des anderen "
+"[PhysicsBody] oder der [GridMap]."
#: doc/classes/Area.xml
msgid ""
@@ -8734,6 +8997,21 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Wird ausgesendet, wenn eine [Shape] eines [PhysicsBody] oder einer [GridMap] "
+"in eine [Shape] dieses Bereichs eintritt. Erfordert, dass [member "
+"monitoring] auf [code]true[/code] gesetzt ist. [GridMap]s werden erkannt, "
+"wenn die [MeshLibrary] Kollisions-[Shape]s hat.\n"
+"[code]body_rid[/code] die [RID] des [PhysicsBody]s oder [MeshLibrary]s "
+"[CollisionObject], das vom [PhysicsServer] verwendet wird.\n"
+"[code]body[/code] der [Node] des [PhysicsBody] oder der [GridMap], wenn er "
+"im Baum existiert.\n"
+"[code]body_shape_index[/code] der Index des [Shape]s des [PhysicsBody] oder "
+"der [GridMap], der vom [PhysicsServer] verwendet wird. Holen Sie den "
+"[CollisionShape] Knoten mit [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] der Index des [Shape]s dieses Bereichs, der "
+"vom [PhysicsServer] verwendet wird. Holen Sie den [CollisionShape] Knoten "
+"mit [code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "This area does not affect gravity/damping."
@@ -8744,24 +9022,34 @@ msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order)."
msgstr ""
+"Dieser Bereich addiert seine Schwerkraft-/Dämpfungswerte zu den bisher "
+"berechneten Werten (in der Reihenfolge der [member priority])."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order), ignoring any lower priority areas."
msgstr ""
+"Dieser Bereich addiert seine Schwere-/Dämpfungswerte zu den bisher "
+"berechneten Werten (in der Reihenfolge der [member priority]) und ignoriert "
+"alle Bereiche mit niedrigerer Priorität."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"This area replaces any gravity/damping, even the defaults, ignoring any "
"lower priority areas."
msgstr ""
+"Dieser Bereich ersetzt jede Schwerkraft/Dämpfung, auch die Standardwerte, "
+"und ignoriert alle Bereiche mit niedrigerer Priorität."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"This area replaces any gravity/damping calculated so far (in [member "
"priority] order), but keeps calculating the rest of the areas."
msgstr ""
+"Dieser Bereich ersetzt alle bisher berechneten Schwerkraft-/Dämpfungswerte "
+"(in der Reihenfolge der [member priority]), berechnet aber weiterhin die "
+"übrigen Bereiche."
#: doc/classes/Area2D.xml
#, fuzzy
@@ -8769,15 +9057,16 @@ msgid "2D area for detection and physics and audio influence."
msgstr "2D-Bereich zur Erkennung und 2D-Physik-Einfluss."
#: doc/classes/Area2D.xml
-#, fuzzy
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
-"2D-Bereich, der [CollisionObject2D]-Knoten erkennt, die sich überlappen, "
-"eintreten oder austreten. Kann auch lokale Physikparameter (Schwerkraft, "
-"Dämpfung) ändern oder außer Kraft setzen."
#: doc/classes/Area2D.xml
msgid "Using Area2D"
@@ -8786,13 +9075,13 @@ msgstr "Verwendung von Area2D"
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
msgid "2D Pong Demo"
-msgstr ""
+msgstr "2D Pong Demo"
#: doc/classes/Area2D.xml doc/classes/Camera2D.xml
#: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Platformer Demo"
-msgstr ""
+msgstr "2D Platformer Demo"
#: doc/classes/Area2D.xml
msgid ""
@@ -8905,6 +9194,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Wird ausgesendet, wenn ein anderes Area2D dieses Area2D betritt. Erfordert, "
+"dass [member monitoring] auf [code]true[/code] gesetzt ist.\n"
+"[code]area[/code] die andere Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -8912,6 +9204,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Wird ausgesendet, wenn ein anderes Area2D dieses Area2D verlässt. Erfordert, "
+"dass [member monitoring] auf [code]true[/code] gesetzt ist.\n"
+"[code]area[/code] die andere Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -8927,6 +9222,18 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Wird ausgesendet, wenn [Shape2D]s eines anderen Area2Ds in [Shape2D]s dieses "
+"Area2Ds verlassen. Erfordert, dass [member monitoring] auf [code]true[/code] "
+"gesetzt ist.\n"
+"[code]area_rid[/code] die [RID] des anderen Area2D's [CollisionObject2D], "
+"das vom [Physics2DServer] verwendet wird.\n"
+"[code]area[/code] die andere Area2D.\n"
+"[code]area_shape_index[/code] der Index des [Shape2D]s des anderen Area2Ds, "
+"das vom [Physics2DServer] verwendet wird. Holen Sie den [CollisionShape2D] "
+"Knoten mit [code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] der Index des [Shape2D]s dieses Area2Ds, der "
+"vom [Physics2DServer] verwendet wird. Holen Sie den [CollisionShape2D] "
+"Knoten mit [code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8942,6 +9249,18 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Wird ausgesendet, wenn [Shape2D]s eines anderen Area2Ds [Shape2D]s dieses "
+"Area2D verlassen. Erfordert, dass [member monitoring] auf [code]true[/code] "
+"gesetzt ist.\n"
+"[code]area_rid[/code] die [RID] des anderen Area2D's [CollisionObject2D], "
+"das vom [Physics2DServer] verwendet wird.\n"
+"[code]area[/code] die andere Area2D.\n"
+"[code]area_shape_index[/code] der Index des [Shape2D]s des anderen Area2Ds, "
+"das vom [Physics2DServer] verwendet wird. Holen Sie den [CollisionShape2D] "
+"Knoten mit [code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] der Index des [Shape2D]s dieses Area2Ds, der "
+"vom [Physics2DServer] verwendet wird. Holen Sie den [CollisionShape2D] "
+"Knoten mit [code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8951,6 +9270,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
+"Wird ausgesendet, wenn ein [PhysicsBody2D] oder eine [TileMap] diesen Area2D "
+"betritt. Erfordert, dass [member monitoring] auf [code]true[/code] gesetzt "
+"ist. [TileMap]s werden erkannt, wenn das [TileSet] Kollisions-[Shape2D]s "
+"hat.\n"
+"[code]body[/code] der [Node], falls im Baum vorhanden, des anderen "
+"[PhysicsBody2D] oder [TileMap]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8960,6 +9285,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
+"Wird ausgesendet, wenn ein [PhysicsBody2D] oder eine [TileMap] diesen Area2D "
+"verlässt. Erfordert, dass [member monitoring] auf [code]true[/code] gesetzt "
+"ist. [TileMap]s werden erkannt, wenn das [TileSet] Kollisions-[Shape2D]s "
+"hat.\n"
+"[code]body[/code] der [Node], falls im Baum vorhanden, des anderen "
+"[PhysicsBody2D] oder [TileMap]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8979,6 +9310,21 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Wird ausgesendet, wenn eine der [Shape2D]s eines [PhysicsBody2D] oder einer "
+"[TileMap] in eine der [Shape2D]s dieser Area2D eintritt. Erfordert, dass "
+"[member monitoring] auf [code]true[/code] gesetzt ist. [TileMap]s werden "
+"erkannt, wenn das [TileSet] Kollisions-[Shape2D]s hat.\n"
+"[code]body_rid[/code] die [RID] des [PhysicsBody2D] oder [TileSet]'s "
+"[CollisionObject2D], das vom [Physics2DServer] verwendet wird.\n"
+"[code]body[/code] der [Node] des [PhysicsBody2D] oder der [TileMap], wenn er "
+"im Baum existiert.\n"
+"[code]body_shape_index[/code] der Index des [Shape2D]s des [PhysicsBody2D]s "
+"oder der [TileMap], der vom [Physics2DServer] verwendet wird. Holen Sie sich "
+"den [CollisionShape2D] Knoten mit [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] der Index des [Shape2D]s dieses Area2Ds, der "
+"vom [Physics2DServer] verwendet wird. Holen Sie den [CollisionShape2D] "
+"Knoten mit [code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Area2D.xml
msgid ""
@@ -8998,10 +9344,25 @@ msgid ""
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
+"Wird ausgesendet, wenn eine der [Shape2D]s eines [PhysicsBody2D] oder einer "
+"[TileMap] eine der [Shape2D]s dieser Area2D verlässt. Erfordert, dass "
+"[member monitoring] auf [code]true[/code] gesetzt ist. [TileMap]s werden "
+"erkannt, wenn das [TileSet] Kollisions-[Shape2D]s hat.\n"
+"[code]body_rid[/code] die [RID] des [PhysicsBody2D] oder [TileSet]'s "
+"[CollisionObject2D], das vom [Physics2DServer] verwendet wird.\n"
+"[code]body[/code] der [Node] des [PhysicsBody2D] oder der [TileMap], wenn er "
+"im Baum existiert.\n"
+"[code]body_shape_index[/code] der Index des [Shape2D]s des [PhysicsBody2D]s "
+"oder der [TileMap], der vom [Physics2DServer] verwendet wird. Holen Sie sich "
+"den [CollisionShape2D] Knoten mit [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] der Index des [Shape2D]s dieses Area2Ds, der "
+"vom [Physics2DServer] verwendet wird. Holen Sie den [CollisionShape2D] "
+"Knoten mit [code]self.shape_owner_get_owner(local_shape_index)[/code]."
#: doc/classes/Array.xml
msgid "A generic array datatype."
-msgstr ""
+msgstr "Ein generischer Array Datentyp."
#: doc/classes/Array.xml
msgid ""
@@ -9035,6 +9396,37 @@ msgid ""
"pushing/removing elements. Using [code]const[/code] will only prevent "
"assigning the constant with another value after it was initialized."
msgstr ""
+"Ein generisches Array, das mehrere Elemente beliebiger Typen enthalten kann, "
+"die über einen numerischen Index ab 0 zugänglich sind. Negative Indizes "
+"können verwendet werden, um von hinten zu zählen, wie in Python (-1 ist das "
+"letzte Element, -2 das vorletzte usw.).\n"
+"[b]Zum Beispiel:[/b]\n"
+"[codeblock]\n"
+"var array = [\"Eins\", 2, 3, \"Vier\"]\n"
+"print(array[0]) # Eins.\n"
+"print(array[2]) # 3.\n"
+"print(array[-1]) # Vier.\n"
+"array[2] = \"Drei\"\n"
+"print(array[-2]) # Drei.\n"
+"[/codeblock]\n"
+"Arrays können mit dem Operator [code]+[/code] verbunden werden:\n"
+"[codeblock]\n"
+"var array1 = [\"Eins\", 2]\n"
+"var array2 = [3, \"Vier\"]\n"
+"print(array1 + array2) # [\"Eins\", 2, 3, \"Vier\"]\n"
+"[/codeblock]\n"
+"[b]Hinweis:[/b] Die Verkettung mit dem Operator [code]+=[/code] erzeugt ein "
+"neues Array, was mit Kosten verbunden ist. Wenn Sie ein weiteres Array an "
+"ein bestehendes Array anhängen wollen, ist die [method append_array] "
+"effizienter.\n"
+"[b]Hinweis:[/b] Arrays werden immer per Referenz übergeben. Um eine Kopie "
+"eines Arrays zu erhalten, die unabhängig vom ursprünglichen Array verändert "
+"werden kann, verwenden Sie [method duplicate].\n"
+"[b]Hinweis:[/b] Wenn ein Array mit [code]const[/code] deklariert wird, kann "
+"das Array selbst immer noch verändert werden, indem die Werte an einzelnen "
+"Indizes definiert oder Elemente verschoben/entfernt werden. Die Verwendung "
+"von [code]const[/code] verhindert nur, dass der Konstante ein anderer Wert "
+"zugewiesen wird, nachdem sie initialisiert wurde."
#: doc/classes/Array.xml
#, fuzzy
@@ -9090,6 +9482,13 @@ msgid ""
"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgstr ""
+"Hängt ein weiteres Array an das Ende dieses Array an.\n"
+"[codeblock]\n"
+"var array1 = [1, 2, 3]\n"
+"var array2 = [4, 5, 6]\n"
+"array1.append_array(array2)\n"
+"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
+"[/codeblock]"
#: doc/classes/Array.xml
msgid ""
@@ -9099,6 +9498,12 @@ msgid ""
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
+"Gibt das letzte Element des Arrays zurück. Gibt einen Fehler aus und liefert "
+"[code]null[/code], wenn das Array leer ist.\n"
+"[b]Hinweis:[/b] Der Aufruf dieser Funktion ist nicht dasselbe wie das "
+"Schreiben von [code]array[-1][/code]. Wenn das Array leer ist, führt der "
+"Zugriff über den Index zu einer Unterbrechung der Projektausführung, wenn es "
+"vom Editor aus ausgeführt wird."
#: doc/classes/Array.xml
msgid ""
@@ -9110,6 +9515,13 @@ msgid ""
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior."
msgstr ""
+"Findet den Index eines vorhandenen Wertes (oder den Einfügeindex, der die "
+"Sortierreihenfolge beibehält, wenn der Wert noch nicht im Array vorhanden "
+"ist) mithilfe der binären Suche. Optional kann ein [code]before[/code]-"
+"Spezifizierer übergeben werden. Falls [code]false[/code], kommt der "
+"zurückgegebene Index nach allen vorhandenen Einträgen des Wertes im Array.\n"
+"[b]Hinweis:[/b] Der Aufruf der [method bsearch] auf einem unsortierten Array "
+"führt zu unerwartetem Verhalten."
#: doc/classes/Array.xml
msgid ""
@@ -9149,19 +9561,57 @@ msgid ""
"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
"unexpected behavior."
msgstr ""
+"Findet den Index eines vorhandenen Wertes (oder den Einfügeindex, der die "
+"Sortierreihenfolge beibehält, wenn der Wert noch nicht im Array vorhanden "
+"ist) mithilfe der binären Suche und eine benutzerdefinierte "
+"Vergleichsmethode, die im [code]obj[/code] deklariert ist. Optional kann ein "
+"[code]before[/code]-Spezifizierer übergeben werden. Wenn [code]false[/code], "
+"kommt der zurückgegebene Index nach allen vorhandenen Einträgen des Wertes "
+"im Array. Die benutzerdefinierte Methode erhält zwei Argumente (ein Element "
+"aus dem Array und den gesuchten Wert) und muss [code]true[/code] "
+"zurückgeben, wenn das erste Argument kleiner als das zweite ist, und "
+"ansonsten [code]false[/code].\n"
+"[codeblock]\n"
+"func cardinal_to_algebraic(a):\n"
+" match a:\n"
+" \"eins\":\n"
+" return 1\n"
+" \"zwei\":\n"
+" return 2\n"
+" \"drei\":\n"
+" return 3\n"
+" \"vier\":\n"
+" return 4\n"
+" _:\n"
+" return 0\n"
+"\n"
+"func compare(a, b):\n"
+" return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n"
+"\n"
+"func _ready():\n"
+" var a = [\"one\", \"two\", \"three\", \"four\"]\n"
+" # `compare`ist in diesem Objekt definiert, also benutzen wir `self` als "
+"den `obj` Parameter.\n"
+" print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected "
+"value is 2.\n"
+"[/codeblock]\n"
+"[b]Hinweis:[/b] Der Aufruf der [method bsearch_custom] auf einem "
+"unsortierten Array führt zu unerwartetem Verhalten."
#: doc/classes/Array.xml
msgid ""
"Clears the array. This is equivalent to using [method resize] with a size of "
"[code]0[/code]."
msgstr ""
+"Löscht das Array. Dies entspricht der Verwendung von [method resize] mit "
+"einer Größe von [code]0[/code]."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
-msgstr ""
+msgstr "Gibt die Anzahl der Vorkommen eines Elements im Array zurück."
#: doc/classes/Array.xml
msgid ""
@@ -9173,6 +9623,14 @@ msgid ""
"modifying a sub-array or dictionary in the copy will also impact those "
"referenced in the source array."
msgstr ""
+"Gibt eine Kopie des Arrays zurück.\n"
+"Wenn [code]deep[/code] [code]true[/code] ist, wird eine tiefe Kopie "
+"erstellt: alle verschachtelten Arrays und Dictionaries werden dupliziert und "
+"nicht mit dem ursprünglichen Array geteilt. Wenn es [code]false[/code] ist, "
+"wird eine flache Kopie erstellt und Verweise auf die ursprünglichen "
+"verschachtelten Arrays und Dictionaries werden beibehalten, so dass die "
+"Änderung eines Sub-Arrays oder Dictionaries in der Kopie auch Auswirkungen "
+"auf die im Quell-Array referenzierten hat."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -9191,8 +9649,18 @@ msgid ""
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
+"Entfernt das erste Vorkommen eines Wertes aus dem Array. Wenn der Wert nicht "
+"im Array vorhanden ist, passiert nichts. Um ein Element nach Index zu "
+"entfernen, verwenden Sie stattdessen [method remove].\n"
+"[b]Hinweis:[/b] Diese Methode arbeitet in-place und gibt keinen Wert "
+"zurück.\n"
+"[b]Hinweis:[/b] Bei großen Arrays ist diese Methode langsamer, wenn das "
+"entfernte Element nahe am Anfang des Arrays liegt (Index 0). Das liegt "
+"daran, dass alle Elemente, die nach dem entfernten Element platziert sind, "
+"neu indiziert werden müssen."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -9201,8 +9669,19 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
+"Weist allen Elementen des Arrays den angegebenen Wert zu. Dies kann "
+"normalerweise zusammen mit [method resize] verwendet werden, um ein Array "
+"mit einer bestimmten Größe und initialisierten Elementen zu erstellen:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialisieren Sie die 10 Elemente auf 0.\n"
+"[/codeblock]"
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -9213,12 +9692,18 @@ msgid ""
"not found. Optionally, the initial search index can be passed. Returns "
"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
+"Durchsucht das Array nach einem Wert und gibt dessen Index oder [code]-1[/"
+"code] zurück, wenn er nicht gefunden wurde. Optional kann auch der "
+"anfängliche Suchindex übergeben werden. Gibt [code]-1[/code] zurück, wenn "
+"[code]from[/code] außerhalb der Grenzen liegt."
#: doc/classes/Array.xml
msgid ""
"Searches the array in reverse order for a value and returns its index or "
"[code]-1[/code] if not found."
msgstr ""
+"Durchsucht das Array in umgekehrter Reihenfolge nach einem Wert und gibt "
+"dessen Index oder [code]-1[/code] zurück, wenn er nicht gefunden wird."
#: doc/classes/Array.xml
msgid ""
@@ -9228,6 +9713,12 @@ msgid ""
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
+"Gibt das erste Element des Arrays zurück. Gibt einen Fehler aus und liefert "
+"[code]null[/code], wenn das Array leer ist.\n"
+"[b]Hinweis:[/b] Der Aufruf dieser Funktion ist nicht dasselbe wie das "
+"Schreiben von [code]array[0][/code]. Wenn das Array leer ist, führt der "
+"Zugriff über den Index zu einer Unterbrechung der Projektausführung, wenn es "
+"vom Editor aus ausgeführt wird."
#: doc/classes/Array.xml
msgid ""
@@ -9246,6 +9737,20 @@ msgid ""
" pass\n"
"[/codeblock]"
msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array den angegebenen Wert enthält.\n"
+"[codeblock]\n"
+"[\"innerhalb\", 7].has(\"innerhalb\") # True\n"
+"[\"innerhalb\", 7].has(\"außerhalb\") # False\n"
+"[\"innerhalb\", 7].has(7) # True\n"
+"[\"innerhalb\", 7].has(\"7\") # False\n"
+"[/codeblock]\n"
+"[b]Hinweis:[/b] Dies entspricht der Verwendung des Operators [code]in[/code] "
+"wie folgt:\n"
+"[codeblock]\n"
+"# Wird als `true` ausgewertet.\n"
+"if 2 in [2, 4, 6, 8]:\n"
+" pass\n"
+"[/codeblock]"
#: doc/classes/Array.xml
msgid ""
@@ -9256,6 +9761,13 @@ msgid ""
"does [i]not[/i] imply the arrays are equal, because different arrays can "
"have identical hash values due to hash collisions."
msgstr ""
+"Gibt einen gehashten 32-Bit-Ganzzahlwert zurück, der das Array und seinen "
+"Inhalt darstellt.\n"
+"[b]Hinweis:[/b] [Array]s mit gleichem Inhalt erzeugen immer identische "
+"Hashwerte. Das Gegenteil ist jedoch nicht der Fall. Die Rückgabe von "
+"identischen Hash-Werten bedeutet [i]nicht[/i], dass die Arrays gleich sind, "
+"da verschiedene Arrays aufgrund von Hash-Kollisionen identische Hash-Werte "
+"haben können."
#: doc/classes/Array.xml
msgid ""
@@ -9266,6 +9778,15 @@ msgid ""
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the newly inserted element have to be reindexed."
msgstr ""
+"Fügt ein neues Element an einer bestimmten Position in das Array ein. Die "
+"Position muss gültig sein oder am Ende des Arrays liegen ([code]pos == size()"
+"[/code]).\n"
+"[b]Hinweis:[/b] Diese Methode arbeitet in-place und gibt keinen Wert "
+"zurück.\n"
+"[b]Hinweis:[/b] Bei großen Arrays wird diese Methode langsamer sein, wenn "
+"das eingefügte Element nahe am Anfang des Arrays (Index 0) liegt. Dies liegt "
+"daran, dass alle Elemente, die nach dem neu eingefügten Element platziert "
+"sind, neu indiziert werden müssen."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -9280,6 +9801,9 @@ msgid ""
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
+"Gibt den größten im Array enthaltenen Wert zurück, wenn alle Elemente von "
+"vergleichbarem Typ sind. Wenn die Elemente nicht verglichen werden können, "
+"wird [code]null[/code] zurückgegeben."
#: doc/classes/Array.xml
msgid ""
@@ -9287,6 +9811,9 @@ msgid ""
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
+"Gibt den kleinsten im Array enthaltenen Wert zurück, wenn alle Elemente von "
+"vergleichbarem Typ sind. Wenn die Elemente nicht verglichen werden können, "
+"wird [code]null[/code] zurückgegeben."
#: doc/classes/Array.xml
msgid ""
@@ -9300,6 +9827,17 @@ msgid ""
"removed element. The larger the array and the lower the index of the removed "
"element, the slower [method pop_at] will be."
msgstr ""
+"Entfernt das Element des Arrays am Index [code]position[/code] und gibt es "
+"zurück. Falls negativ, wird [code]position[/code] relativ zum Ende des "
+"Arrays betrachtet. Lässt das Array unangetastet und gibt [code]null[/code] "
+"zurück, wenn das Array leer ist oder wenn der Zugriff außerhalb der Grenzen "
+"erfolgt. Es wird eine Fehlermeldung ausgegeben, wenn der Zugriff auf das "
+"Array außerhalb der Grenzen erfolgt, aber nicht, wenn das Array leer ist.\n"
+"[b]Hinweis:[/b] Bei großen Arrays kann diese Methode langsamer sein als "
+"[method pop_back], da sie die Elemente des Arrays, die sich nach dem "
+"entfernten Element befinden, neu indiziert werden müssen. Je größer das "
+"Array und je niedriger der Index des entfernten Elements ist, desto "
+"langsamer wird die [method pop_at] sein."
#: doc/classes/Array.xml
msgid ""
@@ -9307,6 +9845,9 @@ msgid ""
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
+"Entfernt und gibt das letzte Element des Arrays zurück. Gibt [code]null[/"
+"code] zurück, wenn das Array leer ist, ohne eine Fehlermeldung auszugeben. "
+"Siehe auch [Methode pop_front]."
#: doc/classes/Array.xml
msgid ""
@@ -9317,6 +9858,12 @@ msgid ""
"pop_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method pop_front] will be."
msgstr ""
+"Entfernt und gibt das erste Element des Arrays zurück. Gibt [code]null[/"
+"code] zurück, wenn das Array leer ist, ohne eine Fehlermeldung auszugeben. "
+"Siehe auch [Methode pop_back].\n"
+"[b]Hinweis:[/b] Bei großen Arrays ist diese Methode viel langsamer als "
+"[method pop_back], da sie bei jedem Aufruf alle Elemente des Arrays neu "
+"indiziert. Je größer das Array, desto langsamer ist [method pop_front]."
#: doc/classes/Array.xml
#, fuzzy
@@ -9332,6 +9879,11 @@ msgid ""
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
+"Fügt ein Element am Anfang des Arrays hinzu. Siehe auch [Methode "
+"push_back].\n"
+"[b]Hinweis:[/b] Bei großen Arrays ist diese Methode viel langsamer als "
+"[method push_back], da sie bei jedem Aufruf alle Elemente des Arrays neu "
+"indiziert. Je größer das Array, desto langsamer ist [method push_front]."
#: doc/classes/Array.xml
msgid ""
@@ -9343,6 +9895,15 @@ msgid ""
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
+"Entfernt ein Element aus dem Array nach Index. Wenn der Index im Array nicht "
+"vorhanden ist, passiert nichts. Um ein Element durch die Suche nach seinem "
+"Wert zu entfernen, verwenden Sie stattdessen [method erase].\n"
+"[b]Hinweis:[/b] Diese Methode arbeitet in-place und gibt keinen Wert "
+"zurück.\n"
+"[b]Hinweis:[/b] Bei großen Arrays ist diese Methode langsamer, wenn das "
+"entfernte Element nahe am Anfang des Arrays liegt (Index 0). Dies liegt "
+"daran, dass alle Elemente, die nach dem entfernten Element platziert sind, "
+"neu indiziert werden müssen."
#: doc/classes/Array.xml
msgid ""
@@ -9350,6 +9911,9 @@ msgid ""
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]."
msgstr ""
+"Ändert die Größe des Arrays, damit es eine andere Anzahl von Elementen "
+"enthält. Ist die Größe des Arrays kleiner, werden die Elemente gelöscht, ist "
+"sie größer, sind die neuen Elemente [code]null[/code]."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -9361,6 +9925,10 @@ msgid ""
"the array. If the adjusted start index is out of bounds, this method "
"searches from the end of the array."
msgstr ""
+"Durchsucht das Array in umgekehrter Reihenfolge. Optional kann ein Start-"
+"Suchindex übergeben werden. Ist dieser negativ, wird der Startindex relativ "
+"zum Ende des Arrays betrachtet. Liegt der eingestellte Startindex außerhalb "
+"der Grenzen, sucht diese Methode ab dem Ende des Arrays."
#: doc/classes/Array.xml
msgid ""
@@ -9369,6 +9937,11 @@ msgid ""
"@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new "
"seed will be used each time if you want non-reproducible shuffling."
msgstr ""
+"Mischt das Array so, dass die Elemente eine zufällige Reihenfolge haben. "
+"Diese Methode verwendet den globalen Zufallszahlengenerator, der auch für "
+"Methoden wie [method @GDScript.randi] verwendet wird. Rufen Sie [method "
+"@GDScript.randomize] auf, um sicherzustellen, dass jedes Mal ein neuer Seed "
+"verwendet wird, wenn Sie ein nicht reproduzierbares Mischen wünschen."
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -9384,10 +9957,19 @@ msgid ""
"and upper index are inclusive, with the [code]step[/code] describing the "
"change between indices while slicing."
msgstr ""
+"Dupliziert die in der Funktion beschriebene Teilmenge und gibt sie in einem "
+"Array zurück, wobei das Array tief kopiert wird, wenn [code]deep[/code] "
+"[code]true[/code] ist. Unterer und oberer Index sind inklusive, wobei "
+"[code]step[/code] den Wechsel zwischen den Indizes während des Slicings "
+"beschreibt."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9397,8 +9979,19 @@ msgid ""
"print(strings) # Prints [string1, string10, string11, string2]\n"
"[/codeblock]"
msgstr ""
+"Sortiert das Array.\n"
+"[b]Hinweis:[/b] Strings werden in alphabetischer Reihenfolge sortiert (im "
+"Gegensatz zur natürlichen Reihenfolge). Dies kann zu unerwartetem Verhalten "
+"führen, wenn ein Array mit Strings sortiert wird, die mit einer Zahlenfolge "
+"enden. Betrachten Sie das folgende Beispiel:\n"
+"[codeblock]\n"
+"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
+"strings.sort()\n"
+"print(strings) # Prints [string1, string10, string11, string2]\n"
+"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9407,9 +10000,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9422,11 +10019,33 @@ msgid ""
"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"[/codeblock]"
msgstr ""
+"Sortiert das Array mit einer eigenen Methode. Die Argumente sind ein Objekt, "
+"das die Methode enthält, und der Name dieser Methode. Die benutzerdefinierte "
+"Methode erhält zwei Argumente (ein Paar von Elementen aus dem Array) und "
+"muss entweder [code]true[/code] oder [code]false[/code] zurückgeben.\n"
+"Für zwei Elemente [code]a[/code] und [code]b[/code], wenn die angegebene "
+"Methode [code]true[/code] zurückgibt, wird Element [code]b[/code] nach "
+"Element [code]a[/code] im Array stehen.\n"
+"[b]Hinweis:[/b] Sie können den Rückgabewert nicht zufällig bestimmen, da der "
+"Heapsort-Algorithmus ein deterministisches Ergebnis erwartet. Dies würde zu "
+"einem unerwarteten Verhalten führen.\n"
+"[codeblock]\n"
+"class MyCustomSorter:\n"
+" static func sort_ascending(a, b):\n"
+" if a[0] < b[0]:\n"
+" return true\n"
+" return false\n"
+"\n"
+"var my_items = [[5, \"Kartoffel\"], [9, \"Reis\"], [4, \"Tomate\"]]\n"
+"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
+"print(my_items) # Prints [[4, Tomate], [5, Kartoffel], [9, Reis]].\n"
+"[/codeblock]"
#: doc/classes/ArrayMesh.xml
msgid ""
"[Mesh] type that provides utility for constructing a surface from arrays."
msgstr ""
+"[Mesh]-Typ, der das Konstruieren einer Oberfläche aus Arrays ermöglicht."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9455,14 +10074,43 @@ msgid ""
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
+"Das [ArrayMesh] wird verwendet, um ein [Mesh] zu konstruieren, indem die "
+"Attribute als Arrays angegeben werden.\n"
+"Das einfachste Beispiel ist die Erstellung eines einzelnen Dreiecks:\n"
+"[codeblock]\n"
+"var vertices = PoolVector3Array()\n"
+"vertices.push_back(Vector3(0, 1, 0))\n"
+"vertices.push_back(Vector3(1, 0, 0))\n"
+"vertices.push_back(Vector3(0, 0, 1))\n"
+"# Initialisiere das ArrayMesh.\n"
+"var arr_mesh = ArrayMesh.new()\n"
+"var arrays = []\n"
+"arrays.resize(ArrayMesh.ARRAY_MAX)\n"
+"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
+"# Erstelle das Mesh.\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
+"var m = MeshInstance.new()\n"
+"m.mesh = arr_mesh\n"
+"[/codeblock]\n"
+"Die [MeshInstance] ist bereit, dem darzustellenden [SceneTree] hinzugefügt "
+"zu werden.\n"
+"Siehe auch [ImmediateGeometry], [MeshDataTool] und [SurfaceTool] für "
+"prozedurale Geometrieerzeugung.\n"
+"[b]Hinweis:[/b] Godot verwendet die [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]Wickelreihenfolge[/url] im Uhrzeigersinn für "
+"Vorderseiten von Dreiecks-Primitivmodi."
#: doc/classes/ArrayMesh.xml
msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
msgstr ""
+"Fügt einen Namen für eine Mischform hinzu, die mit der [method "
+"add_surface_from_arrays] hinzugefügt wird. Muss aufgerufen werden, bevor die "
+"Oberfläche hinzugefügt wird."
#: doc/classes/ArrayMesh.xml
+#, fuzzy
msgid ""
"Creates a new surface.\n"
"Surfaces are created to be rendered using a [code]primitive[/code], which "
@@ -9477,78 +10125,115 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
-msgstr ""
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
+msgstr ""
+"Erzeugt eine neue Oberfläche.\n"
+"Flächen werden erstellt, um mit einem [code]primitive[/code] gerendert zu "
+"werden, das einer der in [enum Mesh.PrimitiveType] definierten Typen sein "
+"kann. (Es wird empfohlen, bei der Verwendung von Indizes nur Punkte, Linien "
+"oder Dreiecke zu verwenden). Die [method Mesh.get_surface_count] wird zur "
+"[code]surf_idx[/code] für diese neue Oberfläche.\n"
+"Das Argument [code]arrays[/code] ist ein Array von Arrays. Siehe [enum "
+"ArrayType] für die in diesem Array verwendeten Werte. Zum Beispiel ist "
+"[code]arrays[0][/code] das Array der Vertices. Das erste Vertex-Sub-Array "
+"ist immer erforderlich; die anderen sind optional. Das Hinzufügen eines "
+"Index-Arrays versetzt diese Funktion in den \"Index-Modus\", in dem die "
+"Vertex- und anderen Arrays zu Datenquellen werden und das Index-Array die "
+"Reihenfolge der Vertexe definiert. Alle Sub-Arrays müssen die gleiche Länge "
+"wie das Vertex-Array haben oder leer sein, mit Ausnahme der [constant "
+"ARRAY_INDEX], falls sie verwendet wird."
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
-msgstr ""
+msgstr "Entfernt alle Mischformen aus diesem [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
-msgstr ""
+msgstr "Entfernt alle Flächen aus diesem [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
-msgstr ""
+msgstr "Gibt die Anzahl der Blendformen zurück, die das [ArrayMesh] enthält."
#: doc/classes/ArrayMesh.xml
msgid "Returns the name of the blend shape at this index."
-msgstr ""
+msgstr "Gibt den Namen der Blendform an diesem Index zurück."
#: doc/classes/ArrayMesh.xml
msgid ""
"Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
"lightmapping."
msgstr ""
+"Führt ein UV Unwrap auf dem [ArrayMesh] durch, um das Mesh für das "
+"Lightmapping vorzubereiten."
#: doc/classes/ArrayMesh.xml
msgid "Will regenerate normal maps for the [ArrayMesh]."
-msgstr ""
+msgstr "Regeneriert Normal Maps für das [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
+"Gibt den Index der ersten Fläche mit diesem Namen in diesem [ArrayMesh] "
+"zurück. Wenn keine gefunden wird, wird -1 zurückgegeben."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Gibt die Länge des Index-Arrays in der angeforderten Oberfläche in Indizes "
+"zurück (siehe [method add_surface_from_arrays])."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Gibt die Länge des Vertex-Arrays in der angeforderten Oberfläche in Vertices "
+"zurück (siehe [method add_surface_from_arrays])."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
+"Gibt die Formatmaske der angeforderten Oberfläche zurück (siehe [method "
+"add_surface_from_arrays])."
#: doc/classes/ArrayMesh.xml
msgid "Gets the name assigned to this surface."
-msgstr ""
+msgstr "Ruft den dieser Fläche zugewiesenen Namen ab."
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
+"Gibt den primitiven Typ der angeforderten Fläche zurück (siehe [method "
+"add_surface_from_arrays])."
#: doc/classes/ArrayMesh.xml
msgid ""
"Removes a surface at position [code]surf_idx[/code], shifting greater "
"surfaces one [code]surf_idx[/code] slot down."
msgstr ""
+"Entfernt eine Fläche an der Position [code]surf_idx[/code] und verschiebt "
+"größere Flächen um einen [code]surf_idx[/code] Slot nach unten."
#: doc/classes/ArrayMesh.xml
msgid "Sets a name for a given surface."
-msgstr ""
+msgstr "Legt einen Namen für eine bestimmte Oberfläche fest."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9556,10 +10241,14 @@ msgid ""
"[b]Warning:[/b] Only use if you know what you are doing. You can easily "
"cause crashes by calling this function with improper arguments."
msgstr ""
+"Aktualisiert einen bestimmten Bereich von Mesh-Arrays auf der GPU.\n"
+"[b]Warnung:[/b] Nur verwenden, wenn Sie wissen, was Sie tun. Sie können "
+"leicht Abstürze verursachen, wenn Sie diese Funktion mit falschen Argumenten "
+"aufrufen."
#: doc/classes/ArrayMesh.xml
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
-msgstr ""
+msgstr "Setzt den Blendform-Modus auf einen der [enum Mesh.BlendShapeMode]."
#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
msgid ""
@@ -9567,22 +10256,26 @@ msgid ""
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
+"Überschreibt den [AABB] mit einem vom Benutzer definierten Wert für die "
+"Verwendung mit Frustum Culling. Besonders nützlich, um unerwartetes Culling "
+"zu vermeiden, wenn ein Shader zum Versetzen von Vertices verwendet wird."
#: doc/classes/ArrayMesh.xml
msgid "Value used internally when no indices are present."
-msgstr ""
+msgstr "Wert wird intern benutzt, wenn keine Indizes vorhanden sind."
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
-msgstr ""
+msgstr "Anzahl der Gewichte/Knochenindizes pro Vertex (immer 4)."
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
msgstr ""
+"[PoolVector3Array], [PoolVector2Array] oder [Array] von Vertex-Positionen."
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array] of vertex normals."
-msgstr ""
+msgstr "[PoolVector3Array] von Vertex-Normalen."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9590,28 +10283,34 @@ msgid ""
"first 3 floats determine the tangent, and the last the binormal direction as "
"-1 or 1."
msgstr ""
+"[PoolRealArray] von Vertex-Tangenten. Jedes Element in Gruppen von 4 Floats, "
+"die ersten 3 Floats bestimmen die Tangente, und das letzte die binormale "
+"Richtung als -1 oder 1."
#: doc/classes/ArrayMesh.xml
msgid "[PoolColorArray] of vertex colors."
-msgstr ""
+msgstr "[PoolColorArray] von Vertex-Farben."
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for UV coordinates."
-msgstr ""
+msgstr "[PoolVector2Array] für UV-Koordinaten."
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for second UV coordinates."
-msgstr ""
+msgstr "[PoolVector2Array] für zweite UV-Koordinaten."
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
"4 floats."
msgstr ""
+"[PoolRealArray] oder [PoolIntArray] von Knochenindizes. Jedes Element in "
+"Gruppen von 4 Floats."
#: doc/classes/ArrayMesh.xml
msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
msgstr ""
+"[PoolRealArray] von Knochengewichten. Jedes Element in Gruppen von 4 Floats."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9626,50 +10325,61 @@ msgid ""
"vertices of each triangle. For lines, the index array is in pairs indicating "
"the start and end of each line."
msgstr ""
+"[PoolIntArray] von Ganzzahlen, die als Indizes verwendet werden und auf "
+"Vertices, Farben, Normalen, Tangenten und Texturen verweisen. Alle diese "
+"Arrays müssen die gleiche Anzahl von Elementen haben wie das Vertex-Array. "
+"Kein Index kann über die Größe des Vertex-Arrays hinausgehen. Wenn dieses "
+"Index-Array vorhanden ist, versetzt es die Funktion in den \"Index-Modus\", "
+"in dem der Index den *i*-ten Vertex, die Normale, die Tangente, die Farbe, "
+"die UV, usw. auswählt. Das bedeutet, wenn man verschiedene Normalen oder "
+"Farben entlang einer Kante haben will, muss man die Vertices duplizieren.\n"
+"Bei Dreiecken wird das Index-Array als Tripel interpretiert, das sich auf "
+"die Vertices der einzelnen Dreiecke bezieht. Bei Linien besteht das Index-"
+"Array aus Paaren, die den Anfang und das Ende jeder Linie angeben."
#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ArrayType] enum."
-msgstr ""
+msgstr "Stellt die Größe der Aufzählung [enum ArrayType] dar."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include vertices (mandatory)."
-msgstr ""
+msgstr "Das Array-Format enthält Vertices (obligatorisch)."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include normals."
-msgstr ""
+msgstr "Das Array-Format enthält Normalen."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include tangents."
-msgstr ""
+msgstr "Das Array-Format enthält Tangenten."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include a color array."
-msgstr ""
+msgstr "Das Array-Format enthält ein Farbarray."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include UVs."
-msgstr ""
+msgstr "Das Array-Format enthält UVs."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include another set of UVs."
-msgstr ""
+msgstr "Das Array-Format enthält einen weiteren Satz von UVs."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include bone indices."
-msgstr ""
+msgstr "Das Array-Format enthält Knochenindizes."
#: doc/classes/ArrayMesh.xml
msgid "Array format will include bone weights."
-msgstr ""
+msgstr "Das Array-Format enthält Knochengewichte."
#: doc/classes/ArrayMesh.xml
msgid "Index array will be used."
-msgstr ""
+msgstr "Das Index-Array wird verwendet."
#: doc/classes/ARVRAnchor.xml
msgid "An anchor point in AR space."
-msgstr ""
+msgstr "Ein Ankerpunkt im AR-Raum."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9687,16 +10397,32 @@ msgid ""
"more about the real world out there especially if only part of the surface "
"is in view."
msgstr ""
+"Der [ARVRAnchor]-Punkt ist ein räumlicher Knoten, der einen von der AR-"
+"Plattform identifizierten Standort in der realen Welt auf eine Position "
+"innerhalb der Spielwelt abbildet. Solange z. B. die Ebenenerkennung in ARKit "
+"aktiviert ist, identifiziert und aktualisiert ARKit die Position von Ebenen "
+"(Tische, Böden usw.) und erstellt Anker für sie.\n"
+"Dieser Knoten wird durch seine eindeutige ID auf einen der Anker abgebildet. "
+"Wenn Sie ein Signal erhalten, dass ein neuer Anker verfügbar ist, sollten "
+"Sie diesen Knoten zu Ihrer Szene für diesen Anker hinzufügen. Sie können "
+"Knoten vordefinieren und die ID festlegen; die Knoten bleiben dann einfach "
+"auf 0,0,0, bis eine Ebene erkannt wird.\n"
+"Denken Sie daran, dass, solange die Ebenenerkennung aktiviert ist, die "
+"Größe, Platzierung und Ausrichtung eines Ankers aktualisiert wird, da die "
+"Erkennungslogik mehr über die reale Welt da draußen erfährt, insbesondere "
+"wenn nur ein Teil der Oberfläche im Blickfeld ist."
#: doc/classes/ARVRAnchor.xml
msgid "Returns the name given to this anchor."
-msgstr ""
+msgstr "Gibt den Namen zurück, der diesem Anker gegeben wurde."
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
"code] if no anchor with this ID is currently known."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn der Anker verfolgt wird, und "
+"[code]false[/code], wenn derzeit kein Anker mit dieser ID bekannt ist."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9706,11 +10432,18 @@ msgid ""
"can be used to create shadows/reflections on surfaces or for generating "
"collision shapes."
msgstr ""
+"Falls vom [ARVRInterface] bereitgestellt, wird ein Mesh-Objekt für den Anker "
+"zurückgegeben. Bei einem Anker kann es sich um eine Form handeln, die sich "
+"auf das verfolgte Objekt bezieht, oder um ein Mesh, das eine Topologie in "
+"Bezug auf den Anker bietet und zur Erstellung von Schatten/Reflexionen auf "
+"Oberflächen oder zur Erzeugung von Kollisionsformen verwendet werden kann."
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns a plane aligned with our anchor; handy for intersection testing."
msgstr ""
+"Gibt eine Ebene zurück, die an unserem Anker ausgerichtet ist; praktisch für "
+"Schnittpunkttests."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9718,6 +10451,9 @@ msgid ""
"anchor relates to a table in the real world, this is the estimated size of "
"the surface of that table."
msgstr ""
+"Gibt die geschätzte Größe der erkannten Fläche zurück. Wenn sich der Anker "
+"beispielsweise auf einen Tisch in der realen Welt bezieht, ist dies die "
+"geschätzte Größe der Oberfläche dieses Tisches."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9728,6 +10464,12 @@ msgid ""
"when the AR server identifies that two anchors represent different parts of "
"the same plane and merges them."
msgstr ""
+"Die ID des Ankers. Sie können diese festlegen, bevor der Anker selbst "
+"existiert. Der erste Anker erhält eine ID von [code]1[/code], der zweite "
+"eine ID von [code]2[/code] usw. Wenn Anker entfernt werden, kann die Engine "
+"dann die entsprechende ID neuen Ankern zuweisen. Die häufigste Situation, in "
+"der Anker \"verschwinden\", ist, wenn der AR-Server feststellt, dass zwei "
+"Anker verschiedene Teile derselben Ebene darstellen, und sie zusammenführt."
#: doc/classes/ARVRAnchor.xml
msgid ""
@@ -9735,12 +10477,17 @@ msgid ""
"available. This is especially important for topology that is constantly "
"being [code]mesh_updated[/code]."
msgstr ""
+"Wird ausgesendet, wenn sich das mit dem Anker verbundene Netz ändert oder "
+"eines verfügbar wird. Dies ist besonders wichtig für eine Topologie, die "
+"ständig [code]mesh_updated[/code] wird."
#: doc/classes/ARVRCamera.xml
msgid ""
"A camera node with a few overrules for AR/VR applied, such as location "
"tracking."
msgstr ""
+"Ein Kameraknoten, der einige Grundregeln für AR/VR anwendet, z. B. die "
+"Standortverfolgung."
#: doc/classes/ARVRCamera.xml
msgid ""
@@ -9755,10 +10502,23 @@ msgid ""
"tracking data of the HMD and the location of the ARVRCamera can lag a few "
"milliseconds behind what is used for rendering as a result."
msgstr ""
+"Dies ist ein räumlicher Hilfsknoten für unsere Kamera; beachten Sie, dass "
+"bei stereoskopischem Rendering (VR-HMD) die meisten Kameraeigenschaften "
+"ignoriert werden, da die HMD-Informationen sie außer Kraft setzen. Die "
+"einzigen Eigenschaften, auf die man sich verlassen kann, sind die Nah- und "
+"Fern-Ebene.\n"
+"Die Position und Ausrichtung dieses Knotens wird vom ARVR-Server automatisch "
+"aktualisiert, um die Position des HMD darzustellen, wenn eine solche "
+"Verfolgung verfügbar ist, und kann somit von der Spiellogik verwendet "
+"werden. Beachten Sie, dass der Render-Thread im Gegensatz zum ARVR "
+"Controller Zugriff auf die aktuellsten Tracking-Daten des HMD hat und die "
+"Position der ARVRCamera daher einige Millisekunden hinter dem zurückbleiben "
+"kann, was für das Rendering verwendet wird."
#: doc/classes/ARVRController.xml
msgid "A spatial node representing a spatially-tracked controller."
msgstr ""
+"Ein räumlicher Knoten, der einen räumlich verfolgten Controller darstellt."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9775,18 +10535,35 @@ msgid ""
"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
"controller."
msgstr ""
+"Dies ist ein räumlicher Hilfsknoten, der mit der Verfolgung von Controllern "
+"verbunden ist. Er bietet auch mehrere praktische Durchreichungen für den "
+"Zustand von Schaltflächen und dergleichen auf den Controllern.\n"
+"Controller sind durch ihre ID verknüpft. Sie können Controller-Knoten "
+"erstellen, bevor die Controller verfügbar sind. Wenn Ihr Spiel immer zwei "
+"Controller verwendet (einen für jede Hand), können Sie die Controller mit "
+"der ID 1 und 2 vordefinieren; sie werden aktiv, sobald die Controller "
+"erkannt werden. Wenn Sie erwarten, dass zusätzliche Controller verwendet "
+"werden, sollten Sie auf die Signale reagieren und ARVRController-Knoten zu "
+"Ihrer Szene hinzufügen.\n"
+"Die Position des Controllerknotens wird automatisch durch den [ARVRServer] "
+"aktualisiert. Dies macht diesen Knoten ideal, um Kindknoten zur "
+"Visualisierung des Controllers hinzuzufügen."
#: doc/classes/ARVRController.xml
msgid ""
"If active, returns the name of the associated controller if provided by the "
"AR/VR SDK used."
msgstr ""
+"Wenn aktiv, wird der Name des zugehörigen Controllers zurückgegeben, sofern "
+"er vom verwendeten AR/VR-SDK bereitgestellt wird."
#: doc/classes/ARVRController.xml
msgid ""
"Returns the hand holding this controller, if known. See [enum "
"ARVRPositionalTracker.TrackerHand]."
msgstr ""
+"Gibt die Hand zurück, die diesen Controller hält, falls bekannt. Siehe [enum "
+"ARVRPositionalTracker.TrackerHand]."
#: doc/classes/ARVRController.xml
#, fuzzy
@@ -9802,6 +10579,8 @@ msgid ""
"Returns the value of the given axis for things like triggers, touchpads, "
"etc. that are embedded into the controller."
msgstr ""
+"Gibt den Wert der angegebenen Achse für Dinge wie Trigger, Touchpads usw. "
+"zurück, die in den Controller eingebettet sind."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9812,12 +10591,22 @@ msgid ""
"the AR/VR controllers. This ID is purely offered as information so you can "
"link up the controller with its joystick entry."
msgstr ""
+"Gibt die ID des Joystick-Objekts zurück, das mit diesem verbunden ist. Jeder "
+"vom [ARVRServer] verfolgte Controller, der Tasten und Achsen hat, wird auch "
+"als Joystick in Godot registriert. Das bedeutet, dass alle normalen Joystick-"
+"Verfolgungen und Eingabe-Zuordnungen für Tasten und Achsen auf den AR/VR-"
+"Controllern funktionieren werden. Diese ID wird lediglich als Information "
+"angeboten, damit Sie den Controller mit seinem Joystick-Eintrag verknüpfen "
+"können."
#: doc/classes/ARVRController.xml
msgid ""
"If provided by the [ARVRInterface], this returns a mesh associated with the "
"controller. This can be used to visualize the controller."
msgstr ""
+"Falls von der [ARVRInterface] bereitgestellt, wird ein mit dem Controller "
+"verbundenes Netz zurückgegeben. Dieses kann zur Visualisierung des "
+"Controllers verwendet werden."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9825,6 +10614,9 @@ msgid ""
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn die Taste bei Index [code]button[/code] "
+"gedrückt ist. Siehe [enum JoystickList], insbesondere die [code]JOY_VR_*[/"
+"code] Konstanten."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9838,6 +10630,16 @@ msgid ""
"When a controller is turned off, its slot is freed. This ensures controllers "
"will keep the same ID even when controllers with lower IDs are turned off."
msgstr ""
+"Die ID des Controllers.\n"
+"Eine Controller-ID von 0 ist ungebunden und führt immer zu einem inaktiven "
+"Knoten. Die Controller-ID 1 ist für den ersten Controller reserviert, der "
+"sich als linker Controller identifiziert, und die ID 2 ist für den ersten "
+"Controller reserviert, der sich als rechter Controller identifiziert.\n"
+"Für jeden weiteren Controller, den der [ARVRServer] erkennt, wird mit der "
+"Controller-ID 3 fortgefahren.\n"
+"Wenn ein Controller ausgeschaltet wird, wird sein Steckplatz freigegeben. "
+"Dadurch wird sichergestellt, dass die Controller dieselbe ID behalten, auch "
+"wenn Controller mit niedrigeren IDs ausgeschaltet werden."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9847,14 +10649,21 @@ msgid ""
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
+"Der Grad, in dem die Steuerung vibriert. Der Bereich reicht von [code]0.0[/"
+"code] bis [code]1.0[/code]. Wenn er geändert wird, wird [member "
+"ARVRPositionalTracker.rumble] entsprechend aktualisiert.\n"
+"Dies ist eine nützliche Eigenschaft zum Animieren, wenn der Controller für "
+"eine begrenzte Dauer vibrieren soll."
#: doc/classes/ARVRController.xml
msgid "Emitted when a button on this controller is pressed."
msgstr ""
+"Wird ausgesendet, wenn eine Taste auf diesem Steuergerät gedrückt wird."
#: doc/classes/ARVRController.xml
msgid "Emitted when a button on this controller is released."
msgstr ""
+"Wird ausgesendet, wenn eine Taste an diesem Controller losgelassen wird."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9862,10 +10671,13 @@ msgid ""
"becomes available. Generally speaking this will be a static mesh after "
"becoming available."
msgstr ""
+"Wird ausgesendet, wenn sich das mit dem Controller verknüpfte Netz ändert "
+"oder wenn eines verfügbar wird. Im Allgemeinen wird dies ein statisches Mesh "
+"sein, nachdem es verfügbar geworden ist."
#: doc/classes/ARVRInterface.xml
msgid "Base class for an AR/VR interface implementation."
-msgstr ""
+msgstr "Basisklasse für die Implementierung einer AR/VR-Schnittstelle."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9878,6 +10690,15 @@ msgid ""
"give us a working setup. You can query the available interfaces through "
"[ARVRServer]."
msgstr ""
+"Diese Klasse muss implementiert werden, um eine AR- oder VR-Plattform für "
+"Godot verfügbar zu machen. Diese sollten als C++-Module oder GDNative-Module "
+"implementiert werden (beachten Sie, dass für GDNative die Unterklasse "
+"ARVRScriptInterface verwendet werden sollte). Ein Teil der Schnittstelle ist "
+"für GDScript offengelegt, so dass Sie eine AR- oder VR-Plattform erkennen, "
+"aktivieren und konfigurieren können.\n"
+"Die Schnittstellen sollten so geschrieben sein, dass man durch einfaches "
+"Aktivieren ein funktionierendes Setup erhält. Sie können die verfügbaren "
+"Schnittstellen über [ARVRServer] abfragen."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9885,22 +10706,31 @@ msgid ""
"background, this method returns the feed ID in the [CameraServer] for this "
"interface."
msgstr ""
+"Wenn es sich um eine AR-Schnittstelle handelt, die die Anzeige eines "
+"Kamerafeeds als Hintergrund erfordert, gibt diese Methode die Feed-ID im "
+"[CameraServer] für diese Schnittstelle zurück."
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns a combination of [enum Capabilities] flags providing information "
"about the capabilities of this interface."
msgstr ""
+"Gibt eine Kombination von [enum Capabilities]-Flags zurück, die "
+"Informationen über die Fähigkeiten dieser Schnittstelle liefern."
#: doc/classes/ARVRInterface.xml
msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
msgstr ""
+"Gibt den Namen dieser Schnittstelle zurück (OpenVR, OpenHMD, ARKit, etc.)."
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns the resolution at which we should render our intermediate results "
"before things like lens distortion are applied by the VR platform."
msgstr ""
+"Gibt die Auflösung zurück, mit der wir unsere Zwischenergebnisse rendern "
+"sollten, bevor Dinge wie Linsenverzerrungen von der VR-Plattform angewendet "
+"werden."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9908,6 +10738,9 @@ msgid ""
"provide feedback to the user whether there are issues with positional "
"tracking."
msgstr ""
+"Gibt, falls unterstützt, den Status unserer Positionsbestimmung zurück. So "
+"können Sie dem Benutzer eine Rückmeldung geben, ob es Probleme mit der "
+"Positionsbestimmung gibt."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9928,45 +10761,72 @@ msgid ""
"wish to do this if you want to track controllers from other platforms. "
"However, at this point in time only one interface can render to an HMD."
msgstr ""
+"Rufen Sie dies auf, um diese Schnittstelle zu initialisieren. Die erste "
+"Schnittstelle, die initialisiert wird, wird als primäre Schnittstelle "
+"identifiziert und wird für die Rendering-Ausgabe verwendet.\n"
+"Nach der Initialisierung der Schnittstelle, die Sie verwenden möchten, "
+"müssen Sie den AR/VR-Modus eines Ansichtsfensters aktivieren und das "
+"Rendering sollte beginnen.\n"
+"[b]Hinweis:[/b] Sie müssen den AR/VR-Modus im Haupt-Viewport für jedes Gerät "
+"aktivieren, das die Hauptausgabe von Godot verwendet, z. B. für mobile VR.\n"
+"Wenn Sie dies für eine Plattform tun, die ihre eigene Ausgabe verarbeitet "
+"(wie OpenVR), zeigt Godot nur ein Auge ohne Verzerrung auf dem Bildschirm "
+"an. Alternativ können Sie einen separaten Viewport-Knoten zu Ihrer Szene "
+"hinzufügen und AR/VR in diesem Viewport aktivieren. Es wird für die Ausgabe "
+"an das HMD verwendet, so dass Sie im Hauptfenster alles tun können, was Sie "
+"möchten, z. B. eine separate Kamera als Zuschauerkamera verwenden oder etwas "
+"völlig anderes rendern.\n"
+"Sie können zusätzliche Schnittstellen aktivieren, die derzeit nicht "
+"verwendet werden. Dies kann sinnvoll sein, wenn Sie Controller von anderen "
+"Plattformen verfolgen wollen. Zum jetzigen Zeitpunkt kann jedoch nur eine "
+"Schnittstelle auf ein HMD gerendert werden."
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns [code]true[/code] if the current output of this interface is in "
"stereo."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn die aktuelle Ausgabe dieser "
+"Schnittstelle in Stereo ist."
#: doc/classes/ARVRInterface.xml
msgid "Turns the interface off."
-msgstr ""
+msgstr "Schaltet die Schnittstelle aus."
#: doc/classes/ARVRInterface.xml
msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
msgstr ""
+"Auf einer AR-Schnittstelle: [code]true[/code], wenn die Ankererkennung "
+"aktiviert ist."
#: doc/classes/ARVRInterface.xml
msgid "[code]true[/code] if this interface been initialized."
-msgstr ""
+msgstr "[code]true[/code] wenn diese Schnittstelle initialisiert wurde."
#: doc/classes/ARVRInterface.xml
msgid "[code]true[/code] if this is the primary interface."
-msgstr ""
+msgstr "[code]true[/code], wenn dies die primäre Schnittstelle ist."
#: doc/classes/ARVRInterface.xml
msgid "No ARVR capabilities."
-msgstr ""
+msgstr "Keine ARVR-Fähigkeiten."
#: doc/classes/ARVRInterface.xml
msgid ""
"This interface can work with normal rendering output (non-HMD based AR)."
msgstr ""
+"Diese Schnittstelle kann mit normaler Rendering-Ausgabe arbeiten (nicht-HMD-"
+"basierte AR)."
#: doc/classes/ARVRInterface.xml
msgid "This interface supports stereoscopic rendering."
-msgstr ""
+msgstr "Diese Schnittstelle unterstützt das stereoskopische Rendering."
#: doc/classes/ARVRInterface.xml
msgid "This interface supports AR (video background and real world tracking)."
msgstr ""
+"Diese Schnittstelle unterstützt AR (Video-Hintergrund und Real-World-"
+"Tracking)."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9976,6 +10836,12 @@ msgid ""
"[method get_render_targetsize]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
+"Diese Schnittstelle gibt die Daten an ein externes Gerät aus. Wird das "
+"Hauptansichtsfenster verwendet, ist die Bildschirmausgabe ein unveränderter "
+"Puffer entweder des linken oder des rechten Auges (gestreckt, wenn die Größe "
+"des Ansichtsfensters nicht auf das gleiche Seitenverhältnis von [method "
+"get_render_targetsize] geändert wird). Die Verwendung eines separaten "
+"Ansichtsfenster-Knotens macht das Hauptansichtfenster für andere Zwecke frei."
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9983,50 +10849,67 @@ msgid ""
"information for our camera node or when stereo scopic rendering is not "
"supported."
msgstr ""
+"Mono-Ausgabe, diese wird meist intern verwendet, wenn "
+"Positionierungsinformationen für unseren Kameraknoten abgerufen werden oder "
+"wenn das stereoskopische Rendering nicht unterstützt wird."
#: doc/classes/ARVRInterface.xml
msgid ""
"Left eye output, this is mostly used internally when rendering the image for "
"the left eye and obtaining positioning and projection information."
msgstr ""
+"Die Ausgabe für das linke Auge wird hauptsächlich intern verwendet, um das "
+"Bild für das linke Auge zu rendern und Informationen zur Positionierung und "
+"Projektion zu erhalten."
#: doc/classes/ARVRInterface.xml
msgid ""
"Right eye output, this is mostly used internally when rendering the image "
"for the right eye and obtaining positioning and projection information."
msgstr ""
+"Die Ausgabe für das rechte Auge wird hauptsächlich intern verwendet, um das "
+"Bild für das rechte Auge zu rendern und Informationen zur Positionierung und "
+"Projektion zu erhalten."
#: doc/classes/ARVRInterface.xml
msgid "Tracking is behaving as expected."
-msgstr ""
+msgstr "Das Tracking verhält sich wie erwartet."
#: doc/classes/ARVRInterface.xml
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
msgstr ""
+"Das Tracking wird durch übermäßige Bewegung behindert (der Spieler bewegt "
+"sich schneller, als die Verfolgung mithalten kann)."
#: doc/classes/ARVRInterface.xml
msgid ""
"Tracking is hindered by insufficient features, it's too dark (for camera-"
"based tracking), player is blocked, etc."
msgstr ""
+"Das Tracking wird durch unzureichende Fähigkeiten behindert, es ist zu "
+"dunkel (für kamerabasiertes Tracking), der Spieler ist blockiert, usw."
#: doc/classes/ARVRInterface.xml
msgid ""
"We don't know the status of the tracking or this interface does not provide "
"feedback."
msgstr ""
+"Wir kennen den Status der Nachverfolgung nicht, oder diese Schnittstelle "
+"gibt keine Rückmeldung."
#: doc/classes/ARVRInterface.xml
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
msgstr ""
+"Das Tracking funktioniert nicht (Kamera nicht eingesteckt oder verdeckt, "
+"Lighthouses ausgeschaltet usw.)."
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid "GDNative wrapper for an ARVR interface."
-msgstr ""
+msgstr "GDNative-Wrapper für eine ARVR-Schnittstelle."
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid ""
@@ -10034,10 +10917,14 @@ msgid ""
"To use a GDNative ARVR interface, simply instantiate this object and set "
"your GDNative library containing the ARVR interface implementation."
msgstr ""
+"Dies ist eine Wrapper-Klasse für GDNative-Implementierungen der ARVR-"
+"Schnittstelle. Um eine GDNative-ARVR-Schnittstelle zu verwenden, "
+"instanziieren Sie einfach dieses Objekt und definieren Sie Ihre GDNative-"
+"Bibliothek, die die ARVR-Schnittstellenimplementierung enthält."
#: doc/classes/ARVROrigin.xml
msgid "The origin point in AR/VR."
-msgstr ""
+msgstr "Der Ursprungspunkt in AR/VR."
#: doc/classes/ARVROrigin.xml
msgid ""
@@ -10054,6 +10941,21 @@ msgid ""
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
+"Dies ist ein spezieller Knoten innerhalb des AR/VR-Systems, der die "
+"physische Position des Zentrums unseres Tracking-Raums der virtuellen "
+"Position innerhalb unserer Spielwelt zuordnet.\n"
+"Es sollte nur einen dieser Knoten in Ihrer Szene geben und Sie müssen einen "
+"haben. Alle ARVRCamera-, ARVRController- und ARVRAnchor-Knoten sollten "
+"direkte Kinder dieses Knotens sein, damit das räumliche Tracking korrekt "
+"funktioniert.\n"
+"Es ist die Position dieses Knotens, die du aktualisierst, wenn dein "
+"Charakter sich durch deine Spielwelt bewegen muss, während wir uns in der "
+"realen Welt nicht bewegen. Die Bewegung in der realen Welt erfolgt immer in "
+"Bezug auf diesen Ursprungspunkt.\n"
+"Wenn deine Figur zum Beispiel ein Auto fährt, sollte der ARVROrigin-Knoten "
+"ein untergeordneter Knoten dieses Autos sein. Oder wenn du ein Teleport-"
+"System implementierst, um deinen Charakter zu bewegen, solltest du die "
+"Position dieses Knotens ändern."
#: doc/classes/ARVROrigin.xml
msgid ""
@@ -10061,10 +10963,14 @@ msgid ""
"assume a scale of 1 game world unit = 1 real world meter.\n"
"[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
msgstr ""
+"Ermöglicht es Ihnen, den Maßstab an die Einheiten Ihres Spiels anzupassen. "
+"Die meisten AR/VR-Plattformen gehen von einem Maßstab von 1 Einheit der "
+"Spielwelt = 1 Meter der realen Welt aus.\n"
+"[b]Hinweis:[/b] Diese Methode ist ein Passthrough zum [ARVRServer] selbst."
#: doc/classes/ARVRPositionalTracker.xml
msgid "A tracked object."
-msgstr ""
+msgstr "Ein getracktes Objekt."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
@@ -10079,35 +10985,53 @@ msgid ""
"hood objects that make this all work. These are mostly exposed so that "
"GDNative-based interfaces can interact with them."
msgstr ""
+"Eine Instanz dieses Objekts stellt ein Gerät dar, das verfolgt wird, z. B. "
+"einen Controller oder Ankerpunkt. HMDs werden hier nicht dargestellt, da sie "
+"intern gehandhabt werden.\n"
+"Wenn Controller eingeschaltet werden und die AR/VR-Schnittstelle sie "
+"erkennt, werden Instanzen dieses Objekts automatisch zur Liste der aktiven "
+"Tracking-Objekte hinzugefügt, die über den [ARVRServer] zugänglich sind.\n"
+"Der [ARVRController] und der [ARVRAnchor] verbrauchen beide Objekte dieses "
+"Typs und sollten in Ihrem Projekt verwendet werden. Die Positions-Tracker "
+"sind nur Objekte, die unter der Haube liegen und dafür sorgen, dass das "
+"alles funktioniert. Sie sind meist offengelegt, damit GDNative-basierte "
+"Schnittstellen mit ihnen interagieren können."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"Returns the hand holding this tracker, if known. See [enum TrackerHand] "
"constants."
msgstr ""
+"Gibt die Hand zurück, die diesen Tracker hält, falls bekannt. Siehe [enum "
+"TrackerHand] Konstanten."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"If this is a controller that is being tracked, the controller will also be "
"represented by a joystick entry with this ID."
msgstr ""
+"Wenn es sich um einen Controller handelt, der verfolgt wird, wird der "
+"Controller auch durch einen Joystick-Eintrag mit dieser ID dargestellt."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"Returns the mesh related to a controller or anchor point if one is available."
msgstr ""
+"Gibt das Netz zurück, das mit einem Controller oder Ankerpunkt verbunden "
+"ist, falls ein solcher vorhanden ist."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the controller or anchor point's name if available."
msgstr ""
+"Gibt den Namen des Controllers oder des Ankerpunkts zurück, falls vorhanden."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the controller's orientation matrix."
-msgstr ""
+msgstr "Gibt die Orientierungsmatrix des Controllers zurück."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the world-space controller position."
-msgstr ""
+msgstr "Gibt die Position des Controllers im Raum zurück."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
@@ -10115,60 +11039,75 @@ msgid ""
"tracker type and matches the ID you need to specify for nodes such as the "
"[ARVRController] and [ARVRAnchor] nodes."
msgstr ""
+"Gibt die interne Tracker-ID zurück. Diese identifiziert den Tracker "
+"eindeutig pro Tracker-Typ und entspricht der ID, die Sie für Knoten wie die "
+"[ARVRController]- und [ARVRAnchor]-Knoten angeben müssen."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks orientation."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn dieses Gerät die Ausrichtung verfolgt."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks position."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn dieses Gerät die Position verfolgt."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the transform combining this device's orientation and position."
msgstr ""
+"Gibt die Transformation zurück, die die Ausrichtung und Position dieses "
+"Geräts kombiniert."
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the tracker's type."
-msgstr ""
+msgstr "Gibt den Typ des Tracker zurück."
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to "
"[code]1.0[/code] with precision [code].01[/code]."
msgstr ""
+"Der Grad, wie stark der Tracker wackelt. Der Bereich reicht von [code]0.0[/"
+"code] bis [code]1.0[/code] mit einer Genauigkeit von [code].01[/code]."
#: doc/classes/ARVRPositionalTracker.xml
msgid "The hand this tracker is held in is unknown or not applicable."
msgstr ""
+"Die Hand, in der dieser Tracker gehalten wird, ist unbekannt oder nicht "
+"anwendbar."
#: doc/classes/ARVRPositionalTracker.xml
msgid "This tracker is the left hand controller."
-msgstr ""
+msgstr "Dieser Tracker ist der Controller für die linke Hand."
#: doc/classes/ARVRPositionalTracker.xml
msgid "This tracker is the right hand controller."
-msgstr ""
+msgstr "Dieser Tracker ist der Controller für die rechte Hand."
#: doc/classes/ARVRServer.xml
msgid "Server for AR and VR features."
-msgstr ""
+msgstr "Server für AR- und VR-Funktionen."
#: doc/classes/ARVRServer.xml
msgid ""
"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
"and handles all the processing."
msgstr ""
+"Der AR/VR-Server ist das Herzstück unserer Advanced and Virtual Reality-"
+"Lösung und übernimmt die gesamte Verarbeitung."
#: doc/classes/ARVRServer.xml
msgid "Registers an [ARVRInterface] object."
-msgstr ""
+msgstr "Registriert ein [ARVRInterface]-Objekt."
#: doc/classes/ARVRServer.xml
msgid ""
"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
"real space."
msgstr ""
+"Registriert einen neuen [ARVRPositionalTracker], der eine räumliche Position "
+"im realen Raum verfolgt."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10192,11 +11131,34 @@ msgid ""
"button on a controller for a short period of time, or when implementing a "
"teleport mechanism."
msgstr ""
+"Das ist eine wichtige Funktion, die man richtig verstehen muss. AR- und VR-"
+"Plattformen gehen alle etwas anders mit der Positionierung um.\n"
+"Bei Plattformen, die kein räumliches Tracking bieten, ist unser "
+"Ursprungspunkt (0,0,0) die Position unseres HMD, aber Sie haben wenig "
+"Kontrolle über die Richtung, in die der Spieler in der realen Welt blickt.\n"
+"Bei Plattformen, die räumliches Tracking bieten, hängt unser Ausgangspunkt "
+"sehr stark vom System ab. Bei OpenVR ist unser Ausgangspunkt in der Regel "
+"das Zentrum des Tracking-Raums, also auf dem Boden. Bei anderen Plattformen "
+"ist es oft die Position der Tracking-Kamera.\n"
+"Mit dieser Methode können Sie Ihren Tracker auf die Position des HMD "
+"zentrieren. Dabei wird die aktuelle Position des HMD verwendet, um alle "
+"Tracking-Daten anzupassen; im Wesentlichen wird die reale Welt an die "
+"aktuelle Position des Spielers in der Spielwelt angepasst.\n"
+"Damit diese Methode brauchbare Ergebnisse liefert, müssen Tracking-"
+"Informationen verfügbar sein. Dies dauert oft ein paar Frames nach dem Start "
+"des Spiels.\n"
+"Sie sollten diese Methode aufrufen, nachdem ein paar Sekunden vergangen "
+"sind. Zum Beispiel, wenn der Benutzer eine Neuausrichtung der Anzeige "
+"anfordert, indem er eine bestimmte Taste auf einem Controller für eine kurze "
+"Zeitspanne gedrückt hält, oder wenn er einen Teleportmechanismus "
+"implementiert."
#: doc/classes/ARVRServer.xml
msgid ""
"Clears our current primary interface if it is set to the provided interface."
msgstr ""
+"Löscht unsere aktuelle primäre Schnittstelle, wenn sie auf die angegebene "
+"Schnittstelle eingestellt ist."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10204,15 +11166,20 @@ msgid ""
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
+"Findet eine Schnittstelle anhand ihres Namens. Wenn Ihr Projekt z. B. die "
+"Funktionen einer AR/VR-Plattform nutzt, können Sie die Schnittstelle für "
+"diese Plattform anhand ihres Namens finden und sie initialisieren."
#: doc/classes/ARVRServer.xml
msgid "Returns the primary interface's transformation."
-msgstr ""
+msgstr "Gibt die Transformation der primären Schnittstelle zurück."
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the interface registered at a given index in our list of interfaces."
msgstr ""
+"Gibt die Schnittstelle zurück, die unter einem bestimmten Index in unserer "
+"Liste der Schnittstellen registriert ist."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10222,11 +11189,18 @@ msgid ""
"try to initialize each interface and use the first one that returns "
"[code]true[/code]."
msgstr ""
+"Gibt die Anzahl der derzeit beim AR/VR-Server registrierten Schnittstellen "
+"zurück. Wenn Ihr Projekt mehrere AR/VR-Plattformen unterstützt, können Sie "
+"die verfügbaren Schnittstellen durchsehen und dem Benutzer entweder eine "
+"Auswahl präsentieren oder einfach versuchen, jede Schnittstelle zu "
+"initialisieren und die erste zu verwenden, die [code]true[/code] zurückgibt."
#: doc/classes/ARVRServer.xml
msgid ""
"Returns a list of available interfaces the ID and name of each interface."
msgstr ""
+"Liefert eine Liste der verfügbaren Schnittstellen, die ID und den Namen "
+"jeder Schnittstelle."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10234,6 +11208,9 @@ msgid ""
"the AR/VR eyes to [VisualServer]. The value comes from an internal call to "
"[method OS.get_ticks_usec]."
msgstr ""
+"Gibt den absoluten Zeitstempel (in μs) der letzten [ARVRServer]-Übertragung "
+"der AR/VR-Augen an [VisualServer] zurück. Der Wert stammt aus einem internen "
+"Aufruf der [Methode OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10241,6 +11218,9 @@ msgid ""
"difference between [method get_last_commit_usec] and [method "
"get_last_process_usec] when committing."
msgstr ""
+"Gibt die Dauer (in μs) des letzten Frames zurück. Dies wird als Differenz "
+"zwischen [method get_last_commit_usec] und [method get_last_process_usec] "
+"beim Commit berechnet."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10248,46 +11228,55 @@ msgid ""
"callback. The value comes from an internal call to [method OS."
"get_ticks_usec]."
msgstr ""
+"Gibt den absoluten Zeitstempel (in μs) des letzten [ARVRServer]-Prozess-"
+"Callbacks zurück. Der Wert stammt aus einem internen Aufruf der [Methode OS."
+"get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the reference frame transform. Mostly used internally and exposed "
"for GDNative build interfaces."
msgstr ""
+"Gibt die Transformation des Referenzrahmens zurück. Wird meist intern "
+"verwendet und für GDNative-Build-Schnittstellen bereitgestellt."
#: doc/classes/ARVRServer.xml
msgid "Returns the positional tracker at the given ID."
-msgstr ""
+msgstr "Gibt den Positionstracker an der angegebenen ID zurück."
#: doc/classes/ARVRServer.xml
msgid "Returns the number of trackers currently registered."
-msgstr ""
+msgstr "Gibt die Anzahl der derzeit registrierten Tracker zurück."
#: doc/classes/ARVRServer.xml
msgid "Removes this interface."
-msgstr ""
+msgstr "Entfernt diese Schnittstelle."
#: doc/classes/ARVRServer.xml
msgid "Removes this positional tracker."
-msgstr ""
+msgstr "Entfernt diesen Positionstracker."
#: doc/classes/ARVRServer.xml
msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
msgstr ""
+"Das primäre [ARVRInterface], das derzeit an den [ARVRServer] gebunden ist."
#: doc/classes/ARVRServer.xml
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
+"Ermöglicht es Ihnen, den Maßstab an die Einheiten Ihres Spiels anzupassen. "
+"Die meisten AR/VR-Plattformen gehen von einem Maßstab von 1 Einheit der "
+"Spielwelt = 1 Meter der realen Welt aus."
#: doc/classes/ARVRServer.xml
msgid "Emitted when a new interface has been added."
-msgstr ""
+msgstr "Wird ausgesendet, wenn eine neue Schnittstelle hinzugefügt wurde."
#: doc/classes/ARVRServer.xml
msgid "Emitted when an interface is removed."
-msgstr ""
+msgstr "Wird ausgesendet, wenn eine Schnittstelle entfernt wird."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10296,6 +11285,11 @@ msgid ""
"important to react to this signal to add the appropriate [ARVRController] or "
"[ARVRAnchor] nodes related to this new tracker."
msgstr ""
+"Wird ausgesendet, wenn ein neuer Tracker hinzugefügt wurde. Wenn Sie keine "
+"feste Anzahl von Controllern verwenden oder wenn Sie [ARVRAnchor]s für eine "
+"AR-Lösung verwenden, ist es wichtig, auf dieses Signal zu reagieren, um die "
+"entsprechenden [ARVRController]- oder [ARVRAnchor]-Knoten für diesen neuen "
+"Tracker hinzuzufügen."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10305,30 +11299,36 @@ msgid ""
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
+"Wird ausgesendet, wenn ein Tracker entfernt wird. Sie sollten alle "
+"[ARVRController]- oder [ARVRAnchor]-Punkte entfernen, falls zutreffend. Dies "
+"ist nicht zwingend erforderlich, die Knoten werden einfach inaktiv und "
+"werden wieder aktiv, wenn ein neuer Tracker verfügbar wird (d. h. ein neuer "
+"Controller wird eingeschaltet, der den vorherigen ersetzt)."
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a controller."
-msgstr ""
+msgstr "Der Tracker tracktden Standort eines Controllers."
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a base station."
-msgstr ""
+msgstr "Der Tracker trackt den Standort einer Basisstation."
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location and size of an AR anchor."
-msgstr ""
+msgstr "Der Tracker trackt die Position und Größe eines AR-Ankers."
#: doc/classes/ARVRServer.xml
msgid "Used internally to filter trackers of any known type."
-msgstr ""
+msgstr "Wird intern verwendet, um Tracker jedes bekannten Typs zu filtern."
#: doc/classes/ARVRServer.xml
msgid "Used internally if we haven't set the tracker type yet."
msgstr ""
+"Wird intern verwendet, wenn wir den Tracker-Typ noch nicht festgelegt haben."
#: doc/classes/ARVRServer.xml
msgid "Used internally to select all trackers."
-msgstr ""
+msgstr "Wird intern verwendet, um alle Tracker auszuwählen."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10336,22 +11336,32 @@ msgid ""
"user is looking to in the real world. The user will look dead ahead in the "
"virtual world."
msgstr ""
+"Vollständige Rückstellung der Ausrichtung des HMD. Es spielt keine Rolle, in "
+"welche Richtung der Benutzer in der realen Welt schaut. Der Benutzer blickt "
+"in der virtuellen Welt genau nach vorne."
#: doc/classes/ARVRServer.xml
msgid ""
"Resets the orientation but keeps the tilt of the device. So if we're looking "
"down, we keep looking down but heading will be reset."
msgstr ""
+"Setzt die Ausrichtung zurück, behält aber die Neigung des Geräts bei. Wenn "
+"wir also nach unten schauen, schauen wir weiterhin nach unten, aber die "
+"Ausrichtung wird zurückgesetzt."
#: doc/classes/ARVRServer.xml
msgid ""
"Does not reset the orientation of the HMD, only the position of the player "
"gets centered."
msgstr ""
+"Die Ausrichtung des HMD wird nicht zurückgesetzt, nur die Position des "
+"Spielers wird zentriert."
#: doc/classes/AspectRatioContainer.xml
msgid "Container that preserves its child controls' aspect ratio."
msgstr ""
+"Container, der das Seitenverhältnis seiner untergeordneten Steuerelemente "
+"beibehält."
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -10360,6 +11370,11 @@ msgid ""
"the container size is dynamic and the contents' size needs to adjust "
"accordingly without losing proportions."
msgstr ""
+"Ordnet untergeordnete Steuerelemente so an, dass ihr Seitenverhältnis "
+"automatisch erhalten bleibt, wenn die Größe des Containers geändert wird. "
+"Löst das Problem, dass die Größe des Containers dynamisch ist und die Größe "
+"des Inhalts entsprechend angepasst werden muss, ohne dass die Proportionen "
+"verloren gehen."
#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
#: doc/classes/CenterContainer.xml doc/classes/Container.xml
@@ -10375,16 +11390,21 @@ msgstr "Tabulierter Container."
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
+"Gibt die horizontale relative Position der untergeordneten Steuerelemente an."
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the vertical relative position of child controls."
msgstr ""
+"Gibt die vertikale relative Position der untergeordneten Steuerelemente an."
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The aspect ratio to enforce on child controls. This is the width divided by "
"the height. The ratio depends on the [member stretch_mode]."
msgstr ""
+"Das Seitenverhältnis, das für untergeordnete Steuerelemente erzwungen werden "
+"soll. Dies ist die Breite geteilt durch die Höhe. Das Verhältnis hängt von "
+"dem [member stretch_mode] ab."
#: doc/classes/AspectRatioContainer.xml
#, fuzzy
@@ -10396,18 +11416,25 @@ msgid ""
"The height of child controls is automatically adjusted based on the width of "
"the container."
msgstr ""
+"Die Höhe der untergeordneten Steuerelemente wird automatisch an die Breite "
+"des Containers angepasst."
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The width of child controls is automatically adjusted based on the height of "
"the container."
msgstr ""
+"Die Breite der untergeordneten Steuerelemente wird automatisch an die Höhe "
+"des Containers angepasst."
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The bounding rectangle of child controls is automatically adjusted to fit "
"inside the container while keeping the aspect ratio."
msgstr ""
+"Das Begrenzungsrechteck der untergeordneten Steuerelemente wird automatisch "
+"so angepasst, dass es in den Container passt, wobei das Seitenverhältnis "
+"beibehalten wird."
#: doc/classes/AspectRatioContainer.xml
msgid ""
@@ -10418,25 +11445,38 @@ msgid ""
"and [member Control.rect_clip_content] is enabled, this allows to show only "
"the container's area restricted by its own bounding rectangle."
msgstr ""
+"Die Breite und Höhe der untergeordneten Steuerelemente wird automatisch so "
+"angepasst, dass ihr Begrenzungsrechteck den gesamten Bereich des Containers "
+"abdeckt und das Seitenverhältnis beibehalten wird.\n"
+"Wenn das Begrenzungsrechteck der untergeordneten Steuerelemente die Größe "
+"des Containers überschreitet und [member Control.rect_clip_content] "
+"aktiviert ist, ermöglicht dies die Anzeige nur des Bereichs des Containers, "
+"der durch sein eigenes Begrenzungsrechteck begrenzt ist."
#: doc/classes/AspectRatioContainer.xml
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
msgstr ""
+"Richtet untergeordnete Steuerelemente am Anfang (links oder oben) des "
+"Containers aus."
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the center of the container."
-msgstr ""
+msgstr "Richtet untergeordnete Steuerelemente an der Mitte des Containers aus."
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the end (right or bottom) of the container."
msgstr ""
+"Richtet untergeordnete Steuerelemente am Ende (rechts oder unten) des "
+"Containers aus."
#: doc/classes/AStar.xml
msgid ""
"An implementation of A* to find the shortest paths among connected points in "
"space."
msgstr ""
+"Eine Implementierung von A*, um die kürzesten Wege zwischen verbundenen "
+"Punkten im Raum zu finden."
#: doc/classes/AStar.xml
msgid ""
@@ -10481,12 +11521,59 @@ msgid ""
"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
"segments in the path."
msgstr ""
+"A* ( A Star) ist ein Computeralgorithmus, der häufig bei der Pfadfindung und "
+"der Durchquerung von Graphen eingesetzt wird. Dabei werden kurze Pfade "
+"zwischen Vertices (Punkten) über eine bestimmte Menge von Kanten (Segmenten) "
+"gezeichnet. Aufgrund seiner Leistungsfähigkeit und Genauigkeit ist er weit "
+"verbreitet. Die A*-Implementierung von Godot verwendet standardmäßig Punkte "
+"im dreidimensionalen Raum und euklidische Abstände.\n"
+"Sie müssen Punkte manuell mit [method add_point] hinzufügen und Segmente "
+"manuell mit [method connect_points] erstellen. Anschließend können Sie mit "
+"der Funktion [method are_points_connected] prüfen, ob es einen Pfad zwischen "
+"zwei Punkten gibt, mit [method get_id_path] einen Pfad mit Indizes oder mit "
+"[method get_point_path] einen Pfad mit tatsächlichen Koordinaten erhalten.\n"
+"Es ist auch möglich, nicht-euklidische Distanzen zu verwenden. Erstellen Sie "
+"dazu eine Klasse, die [code]AStar[/code] erweitert und überschreiben Sie die "
+"Methoden [method _compute_cost] und [method _estimate_cost]. Beide nehmen "
+"zwei Indizes und geben eine Länge zurück, wie im folgenden Beispiel gezeigt "
+"wird.\n"
+"[codeblock]\n"
+"class MyAStar:\n"
+" extends AStar\n"
+"\n"
+" func _compute_cost(u, v):\n"
+" return abs(u - v)\n"
+"\n"
+" func _estimate_cost(u, v):\n"
+" return min(0, abs(u - v) - 1)\n"
+"[/codeblock]\n"
+"Die [method_estimate_cost] sollte eine Untergrenze des Abstands zurückgeben, "
+"d.h. [code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. Dies dient "
+"als Hinweis für den Algorithmus, da die benutzerdefinierten "
+"[code]_compute_cost[/code] möglicherweise sehr rechenintensiv sind. Wenn "
+"dies nicht der Fall ist, sollte [method _estimate_cost] denselben Wert wie "
+"[method _compute_cost] zurückgeben, um dem Algorithmus die genauesten "
+"Informationen zu liefern.\n"
+"Wenn die Standardmethoden [method _estimate_cost] und [method _compute_cost] "
+"verwendet werden oder wenn die mitgelieferte Methode [method _estimate_cost] "
+"eine untere Grenze der Kosten zurückgibt, dann sind die von A* "
+"zurückgegebenen Pfade die Pfade mit den niedrigsten Kosten. Dabei sind die "
+"Kosten eines Pfades gleich der Summe der [method _compute_cost]-Ergebnisse "
+"aller Segmente des Pfades multipliziert mit den [code]weight_scale[/code]s "
+"der Endpunkte der jeweiligen Segmente. Wenn die Standardmethoden verwendet "
+"werden und die [code]weight_scale[/code]s aller Punkte auf [code]1.0[/code] "
+"gesetzt werden, dann entspricht dies der Summe der euklidischen Abstände "
+"aller Segmente im Pfad."
#: doc/classes/AStar.xml
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar[/code] class."
msgstr ""
+"Wird aufgerufen, wenn die Kosten zwischen zwei verbundenen Punkten berechnet "
+"werden.\n"
+"Beachten Sie, dass diese Funktion in der Standardklasse [code]AStar[/code] "
+"verborgen ist."
#: doc/classes/AStar.xml
msgid ""
@@ -10494,6 +11581,10 @@ msgid ""
"point.\n"
"Note that this function is hidden in the default [code]AStar[/code] class."
msgstr ""
+"Wird aufgerufen, wenn die Kosten zwischen einem Punkt und dem Endpunkt des "
+"Pfades geschätzt werden.\n"
+"Beachten Sie, dass diese Funktion in der Standardklasse [code]AStar[/code] "
+"verborgen ist."
#: doc/classes/AStar.xml
msgid ""
@@ -10513,6 +11604,21 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
+"Fügt einen neuen Punkt an der angegebenen Position mit dem angegebenen "
+"Bezeichner hinzu. Die [code]id[/code] muss 0 oder größer sein, und die "
+"[code]weight_scale[/code] muss 0,0 oder größer sein.\n"
+"Der [code]weight_scale[/code] wird mit dem Ergebnis von [method "
+"_compute_cost] multipliziert, um die Gesamtkosten der Reise über ein Segment "
+"von einem benachbarten Punkt zu diesem Punkt zu ermitteln. Unter sonst "
+"gleichen Bedingungen bevorzugt der Algorithmus also Punkte mit niedrigeren "
+"[code]weight_scale[/code]s, um einen Pfad zu bilden.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # Fügt den Punkt (1, 0, 0) mit "
+"weight_scale 4 und id 1 hinzu\n"
+"[/codeblock]\n"
+"Wenn es bereits einen Punkt für die angegebene [code]id[/code] gibt, werden "
+"seine Position und Gewichtung auf die angegebenen Werte aktualisiert"
#: doc/classes/AStar.xml
msgid ""
@@ -10520,10 +11626,14 @@ msgid ""
"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
+"Gibt zurück, ob die beiden angegebenen Punkte direkt durch ein Segment "
+"verbunden sind. Wenn [code]bidirectional[/code] [code]false[/code] ist, wird "
+"zurückgegeben, ob eine Bewegung von [code]id[/code] nach [code]to_id[/code] "
+"durch dieses Segment möglich ist."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Clears all the points and segments."
-msgstr ""
+msgstr "Löscht alle Punkte und Segmente."
#: doc/classes/AStar.xml
msgid ""
@@ -10537,6 +11647,16 @@ msgid ""
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
msgstr ""
+"Erzeugt ein Segment zwischen den angegebenen Punkten. Wenn "
+"[code]bidirectional[/code] [code]false[/code] ist, ist nur die Bewegung von "
+"[code]id[/code] nach [code]to_id[/code] erlaubt, nicht die umgekehrte "
+"Richtung.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 1, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10544,10 +11664,15 @@ msgid ""
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
"code] is prevented, and a unidirectional segment possibly remains."
msgstr ""
+"Löscht das Segment zwischen den angegebenen Punkten. Wenn "
+"[code]bidirectional[/code] [code]false[/code] ist, wird nur die Bewegung von "
+"[code]id[/code] nach [code]to_id[/code] verhindert, und es bleibt "
+"möglicherweise ein unidirektionales Segment übrig."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns the next available point ID with no point associated to it."
msgstr ""
+"Gibt die nächste verfügbare Punkte-ID zurück, der kein Punkt zugeordnet ist."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10558,6 +11683,12 @@ msgid ""
"the one with the smallest ID will be returned, ensuring a deterministic "
"result."
msgstr ""
+"Gibt die ID des Punktes zurück, der [code]to_position[/code] am nächsten "
+"liegt, optional unter Berücksichtigung deaktivierter Punkte. Gibt [code]-1[/"
+"code] zurück, wenn es keine Punkte im Punktepool gibt.\n"
+"[b]Hinweis:[/b] Wenn mehrere Punkte der [code]to_position[/code] am nächsten "
+"liegen, wird der Punkt mit der kleinsten ID zurückgegeben, um ein "
+"deterministisches Ergebnis zu gewährleisten."
#: doc/classes/AStar.xml
msgid ""
@@ -10574,6 +11705,19 @@ msgid ""
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
+"Gibt die nächstgelegene Position zu [code]to_position[/code] zurück, die "
+"sich innerhalb eines Segments zwischen zwei verbundenen Punkten befindet.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Gibt (0, "
+"3, 0) zurück\n"
+"[/codeblock]\n"
+"Das Ergebnis liegt in dem Segment, das von [code]y = 0[/code] bis [code]y = "
+"5[/code] reicht. Es ist die Position im Segment, die dem angegebenen Punkt "
+"am nächsten liegt."
#: doc/classes/AStar.xml
msgid ""
@@ -10598,12 +11742,34 @@ msgid ""
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
+"Gibt ein Array mit den IDs der Punkte zurück, die den von AStar gefundenen "
+"Pfad zwischen den angegebenen Punkten bilden. Das Array ist vom Startpunkt "
+"bis zum Endpunkt des Pfades geordnet.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0), 1) # Standartgewichtung ist 1\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Gibt [1, 2, 3] zurück\n"
+"[/codeblock]\n"
+"Wenn du die Gewichtung des 2. Punktes auf 3 änderst, wird das Ergebnis "
+"stattdessen [code][1, 4, 3][/code] sein, weil es jetzt, obwohl die Strecke "
+"länger ist, \"einfacher\" ist, durch Punkt 4 zu kommen als durch Punkt 2."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [code]reserve_space[/code]."
msgstr ""
+"Gibt die Kapazität der Struktur zurück, in der die Punkte gespeichert sind, "
+"nützlich in Verbindung mit [code]reserve_space[/code]."
#: doc/classes/AStar.xml
msgid ""
@@ -10622,10 +11788,25 @@ msgid ""
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/codeblock]"
msgstr ""
+"Gibt ein Array mit den IDs der Punkte zurück, die die Verbindung mit dem "
+"angegebenen Punkt bilden.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0))\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Gibt [2, 3] zurück\n"
+"[/codeblock]"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns the number of points currently in the points pool."
msgstr ""
+"Gibt die Anzahl der Punkte zurück, die sich derzeit im Punktepool befinden."
#: doc/classes/AStar.xml
msgid ""
@@ -10635,38 +11816,53 @@ msgid ""
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PoolVector3Array] and will print an error message."
msgstr ""
+"Gibt ein Array mit den Punkten zurück, die sich auf dem von AStar gefundenen "
+"Pfad zwischen den angegebenen Punkten befinden. Das Array ist vom Startpunkt "
+"bis zum Endpunkt des Pfades geordnet.\n"
+"[b]Hinweis:[/b] Diese Methode ist nicht thread-sicher. Wenn sie von einem "
+"[Thread] aufgerufen wird, gibt sie ein leeres [PoolVector3Array] zurück und "
+"gibt eine Fehlermeldung aus."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the position of the point associated with the given [code]id[/code]."
msgstr ""
+"Gibt die Position des Punktes zurück, der mit der angegebenen [code]id[/"
+"code] verbunden ist."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the weight scale of the point associated with the given [code]id[/"
"code]."
msgstr ""
+"Gibt die Gewichtungsskala des Punktes zurück, der mit der angegebenen "
+"[code]id[/code] verbunden ist."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns an array of all points."
-msgstr ""
+msgstr "Gibt ein Array mit allen Punkten zurück."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns whether a point associated with the given [code]id[/code] exists."
msgstr ""
+"Gibt zurück, ob ein Punkt mit der angegebenen [code]id[/code] existiert."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr ""
+"Gibt zurück, ob ein Punkt für die Pfadfindung deaktiviert ist oder nicht. "
+"Standardmäßig sind alle Punkte aktiviert."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
msgstr ""
+"Entfernt den mit der angegebenen [code]id[/code] verbundenen Punkt aus dem "
+"Punktepool."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10674,17 +11870,25 @@ msgid ""
"you're adding a known large number of points at once, for a grid for "
"instance. New capacity must be greater or equals to old capacity."
msgstr ""
+"Reserviert intern Platz für [code]num_nodes[/code] Punkte, was nützlich ist, "
+"wenn Sie eine bekannt große Anzahl von Punkten auf einmal hinzufügen, z. B. "
+"für ein Gitter. Die neue Kapazität muss größer oder gleich der alten "
+"Kapazität sein."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making a "
"temporary obstacle."
msgstr ""
+"Deaktiviert oder aktiviert den angegebenen Punkt für die Pfadfindung. "
+"Nützlich für die Erstellung eines temporären Hindernisses."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Sets the [code]position[/code] for the point with the given [code]id[/code]."
msgstr ""
+"Setzt die [code]Position[/code] für den Punkt mit der angegebenen [code]id[/"
+"code]."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10693,22 +11897,33 @@ msgid ""
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point."
msgstr ""
+"Setzt den [code]weight_scale[/code] für den Punkt mit der angegebenen "
+"[code]id[/code]. Der [code]weight_scale[/code] wird mit dem Ergebnis von "
+"[method _compute_cost] multipliziert, wenn die Gesamtkosten für die Reise "
+"über ein Segment von einem benachbarten Punkt zu diesem Punkt bestimmt "
+"werden."
#: doc/classes/AStar2D.xml
msgid "AStar class representation that uses 2D vectors as edges."
-msgstr ""
+msgstr "AStar-Klassendarstellung, die 2D-Vektoren als Kanten verwendet."
#: doc/classes/AStar2D.xml
msgid ""
"This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D "
"vectors."
msgstr ""
+"Dies ist ein Wrapper für die Klasse [AStar], die 2D-Vektoren anstelle von 3D-"
+"Vektoren verwendet."
#: doc/classes/AStar2D.xml
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
+"Wird aufgerufen, wenn die Kosten zwischen zwei verbundenen Punkten berechnet "
+"werden.\n"
+"Beachten Sie, dass diese Funktion in der Standardklasse [code]AStar2D[/code] "
+"verborgen ist."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10716,6 +11931,10 @@ msgid ""
"point.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
+"Wird aufgerufen, wenn die Kosten zwischen einem Punkt und dem Endpunkt des "
+"Pfades geschätzt werden.\n"
+"Beachten Sie, dass diese Funktion in der Standardklasse [code]AStar2D[/code] "
+"verborgen ist."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10735,6 +11954,21 @@ msgid ""
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
+"Fügt einen neuen Punkt an der angegebenen Position mit dem angegebenen "
+"Bezeichner hinzu. Die [code]id[/code] muss 0 oder größer sein, und die "
+"[code]weight_scale[/code] muss 0,0 oder größer sein.\n"
+"Der [code]weight_scale[/code] wird mit dem Ergebnis von [method "
+"_compute_cost] multipliziert, um die Gesamtkosten der Reise über ein Segment "
+"von einem benachbarten Punkt zu diesem Punkt zu ermitteln. Unter sonst "
+"gleichen Bedingungen bevorzugt der Algorithmus also Punkte mit niedrigeren "
+"[code]weight_scale[/code]s, um einen Pfad zu bilden.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 0), 4) # Fügt den Punkt (1, 0) mit "
+"weight_scale 4 und id 1 hinzu\n"
+"[/codeblock]\n"
+"Wenn für die angegebene [code]id[/code] bereits ein Punkt existiert, werden "
+"dessen Position und Gewichtungsskala auf die angegebenen Werte aktualisiert."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10742,6 +11976,10 @@ msgid ""
"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
+"Gibt zurück, ob es eine Verbindung/ein Segment zwischen den angegebenen "
+"Punkten gibt. Wenn [code]bidirectional[/code] [code]false[/code] ist, wird "
+"zurückgegeben, ob eine Bewegung von [code]id[/code] nach [code]to_id[/code] "
+"durch dieses Segment möglich ist."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10755,6 +11993,16 @@ msgid ""
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
msgstr ""
+"Erzeugt ein Segment zwischen den angegebenen Punkten. Wenn "
+"[code]bidirectional[/code] [code]false[/code] ist, ist nur die Bewegung von "
+"[code]id[/code] nach [code]to_id[/code] erlaubt, nicht die umgekehrte "
+"Richtung.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 1))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
#: doc/classes/AStar2D.xml
msgid ""
@@ -10771,6 +12019,19 @@ msgid ""
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
+"Gibt die nächstgelegene Position zu [code]to_position[/code] zurück, die "
+"sich innerhalb eines Segments zwischen zwei verbundenen Punkten befindet.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Gibt (0, 3) "
+"zurück\n"
+"[/codeblock]\n"
+"Das Ergebnis liegt in dem Segment, das von [code]y = 0[/code] bis [code]y = "
+"5[/code] reicht. Es ist die Position im Segment, die dem angegebenen Punkt "
+"am nächsten liegt."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10795,6 +12056,26 @@ msgid ""
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
+"Gibt ein Array mit den IDs der Punkte zurück, die den von AStar2D gefundenen "
+"Pfad zwischen den angegebenen Punkten bilden. Das Array ist vom Startpunkt "
+"bis zum Endpunkt des Pfades geordnet.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1), 1) # Standartgewichtung ist 1\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Gibt [1, 2, 3] zurück\n"
+"[/codeblock]\n"
+"Wenn du die Gewichtung des 2. Punktes auf 3 änderst, wird das Ergebnis "
+"stattdessen [code][1, 4, 3][/code] sein, weil es jetzt, obwohl die Strecke "
+"länger ist, \"einfacher\" ist, durch Punkt 4 zu kommen als durch Punkt 2."
#: doc/classes/AStar2D.xml
msgid ""
@@ -10813,6 +12094,20 @@ msgid ""
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/codeblock]"
msgstr ""
+"Gibt ein Array mit den IDs der Punkte zurück, die die Verbindung mit dem "
+"angegebenen Punkt bilden.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1))\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Gibt [2, 3] zurück\n"
+"[/codeblock]"
#: doc/classes/AStar2D.xml
msgid ""
@@ -10822,11 +12117,19 @@ msgid ""
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PoolVector2Array] and will print an error message."
msgstr ""
+"Gibt ein Array mit den Punkten zurück, die sich auf dem von AStar2D "
+"gefundenen Pfad zwischen den angegebenen Punkten befinden. Das Array ist vom "
+"Startpunkt bis zum Endpunkt des Pfades geordnet.\n"
+"[b]Hinweis:[/b] Diese Methode ist nicht thread-sicher. Wenn sie von einem "
+"[Thread] aufgerufen wird, gibt sie ein leeres [PoolVector2Array] zurück und "
+"gibt eine Fehlermeldung aus."
#: doc/classes/AtlasTexture.xml
msgid ""
"Crops out one part of a texture, such as a texture from a texture atlas."
msgstr ""
+"Schneidet einen Teil einer Textur aus, z. B. eine Textur aus einem "
+"Texturatlas."
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10846,16 +12149,36 @@ msgid ""
"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
"when using an AtlasTexture."
msgstr ""
+"Ressource [Texture], die einen Teil der Textur [member atlas], definiert "
+"durch [member region], ausschneidet. Der Hauptanwendungsfall ist das "
+"Ausschneiden von Texturen aus einem Textur-Atlas, der eine große Texturdatei "
+"ist, die mehrere kleinere Texturen enthält. Besteht aus einer [Texture] für "
+"den [member atlas], einer [member region], die den zu verwendenden Bereich "
+"des [member atlas] definiert, und einem [member margin], der die Randbreite "
+"definiert.\n"
+"[AtlasTexture] kann nicht in einer [AnimatedTexture] verwendet werden, kann "
+"nicht in Knoten wie [TextureRect] gekachelt werden und funktioniert nicht "
+"ordnungsgemäß, wenn sie innerhalb von anderen [AtlasTexture]-Ressourcen "
+"verwendet wird. Mehrere [AtlasTexture]-Ressourcen können verwendet werden, "
+"um mehrere Texturen aus dem Atlas zu schneiden. Die Verwendung eines "
+"Texturatlasses hilft, die Videospeicherkosten und Renderaufrufe im Vergleich "
+"zur Verwendung mehrerer kleiner Dateien zu optimieren.\n"
+"[b]Hinweis:[/b] AtlasTexturen unterstützen keine Wiederholungen. Die Flags "
+"[constant Texture.FLAG_REPEAT] und [constant Texture.FLAG_MIRRORED_REPEAT] "
+"werden bei der Verwendung einer AtlasTextur ignoriert."
#: doc/classes/AtlasTexture.xml
msgid "The texture that contains the atlas. Can be any [Texture] subtype."
msgstr ""
+"Die Textur, die den Atlas enthält. Kann ein beliebiger [Texture]-Subtyp sein."
#: doc/classes/AtlasTexture.xml
msgid ""
"If [code]true[/code], clips the area outside of the region to avoid bleeding "
"of the surrounding texture pixels."
msgstr ""
+"Wenn [code]true[/code], wird der Bereich außerhalb der Region abgeschnitten, "
+"um ein Ausbluten der umliegenden Texturpixel zu vermeiden."
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10863,87 +12186,124 @@ msgid ""
"(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
"margin."
msgstr ""
+"Der Rand um die Region. Der Parameter [member Rect2.size] von [Rect2] (\"w\" "
+"und \"h\" im Editor) ändert die Größe der Textur so, dass sie in den Rand "
+"passt."
#: doc/classes/AtlasTexture.xml
msgid "The AtlasTexture's used region."
-msgstr ""
+msgstr "Die verwendete Region der AtlasTextur."
#: doc/classes/AudioBusLayout.xml
msgid "Stores information about the audio buses."
-msgstr ""
+msgstr "Speichert Informationen über die Audiobusse."
#: doc/classes/AudioBusLayout.xml
msgid ""
"Stores position, muting, solo, bypass, effects, effect position, volume, and "
"the connections between buses. See [AudioServer] for usage."
msgstr ""
+"Speichert Position, Stummschaltung, Solo, Bypass, Effekte, Effektposition, "
+"Lautstärke und die Verbindungen zwischen Bussen. Siehe [AudioServer] für die "
+"Verwendung."
#: doc/classes/AudioEffect.xml
msgid "Audio effect for audio."
-msgstr ""
+msgstr "Audioeffekt für Audio."
#: doc/classes/AudioEffect.xml
msgid ""
"Base resource for audio bus. Applies an audio effect on the bus that the "
"resource is applied on."
msgstr ""
+"Basisressource für Audiobus. Wendet einen Audioeffekt auf den Bus an, auf "
+"den die Ressource angewendet wird."
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
-msgstr ""
+msgstr "Audio Mic Record Demo"
#: doc/classes/AudioEffectAmplify.xml
msgid ""
"Adds an amplifying audio effect to an audio bus.\n"
"Increases or decreases the volume of the selected audio bus."
msgstr ""
+"Fügt einen verstärkenden Audioeffekt zu einem Audiobus hinzu.\n"
+"Erhöht oder verringert die Lautstärke des ausgewählten Audiobusses."
#: doc/classes/AudioEffectAmplify.xml
msgid "Increases or decreases the volume being routed through the audio bus."
-msgstr ""
+msgstr "Erhöht oder verringert die über den Audiobus geleitete Lautstärke."
#: doc/classes/AudioEffectAmplify.xml
msgid ""
"Amount of amplification in decibels. Positive values make the sound louder, "
"negative values make it quieter. Value can range from -80 to 24."
msgstr ""
+"Betrag der Verstärkung in Dezibel. Positive Werte machen den Ton lauter, "
+"negative Werte machen ihn leiser. Der Wert kann von -80 bis 24 reichen."
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid "Adds a band limit filter to the audio bus."
-msgstr ""
+msgstr "Fügt dem Audiobus einen Bandbegrenzungsfilter hinzu."
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
+"Begrenzt die Frequenzen in einem Bereich um den [member AudioEffectFilter."
+"cutoff_hz] und lässt Frequenzen außerhalb dieses Bereichs passieren."
#: doc/classes/AudioEffectBandPassFilter.xml
msgid "Adds a band pass filter to the audio bus."
-msgstr ""
+msgstr "Fügt dem Audiobus einen Bandpassfilter hinzu."
#: doc/classes/AudioEffectBandPassFilter.xml
msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
+"Dämpft die Frequenzen innerhalb eines Bereichs um den [member "
+"AudioEffectFilter.cutoff_hz] und schneidet Frequenzen außerhalb dieses "
+"Bereichs ab."
#: doc/classes/AudioEffectCapture.xml
msgid "Captures audio from an audio bus in real-time."
-msgstr ""
+msgstr "Nimmt Audio von einem Audiobus in Echtzeit auf."
#: doc/classes/AudioEffectCapture.xml
+#, fuzzy
msgid ""
"AudioEffectCapture is an AudioEffect which copies all audio frames from the "
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+"AudioEffectCapture ist ein AudioEffect, der alle Audio-Frames vom "
+"angeschlossenen Audio-Effekt-Bus in seinen internen Ringpuffer kopiert.\n"
+"Der Anwendungscode sollte diese Audioframes aus diesem Ringpuffer mit der "
+"[method get_buffer] abrufen und nach Bedarf verarbeiten, z.B. um Daten von "
+"einem Mikrofon zu erfassen, anwendungsdefinierte Effekte zu implementieren "
+"oder um Audio über das Netzwerk zu übertragen. Wenn Audiodaten von einem "
+"Mikrofon aufgenommen werden, ist das Format der Samples Stereo 32-Bit "
+"Floating Point PCM."
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10957,7 +12317,7 @@ msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
-msgstr ""
+msgstr "Löscht den internen Ringspeicher."
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -10967,6 +12327,11 @@ msgid ""
"samples if available, or an empty [PoolVector2Array] if insufficient data "
"was available."
msgstr ""
+"Ruft die nächsten [code]frames[/code] Audio-Samples aus dem internen "
+"Ringpuffer ab.\n"
+"Gibt ein [PoolVector2Array] zurück, das genau [code]frames[/code] Audio-"
+"Samples enthält, falls verfügbar, oder ein leeres [PoolVector2Array], falls "
+"nicht genügend Daten verfügbar waren."
#: doc/classes/AudioEffectCapture.xml
#, fuzzy
@@ -10978,11 +12343,15 @@ msgid ""
"Returns the number of audio frames discarded from the audio bus due to full "
"buffer."
msgstr ""
+"Gibt die Anzahl der Audioframes zurück, die aufgrund eines vollen Puffers "
+"vom Audiobus verworfen wurden."
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns the number of frames available to read using [method get_buffer]."
msgstr ""
+"Gibt die Anzahl der Bilder zurück, die mit der [methodget_buffer] gelesen "
+"werden können."
#: doc/classes/AudioEffectCapture.xml
#, fuzzy
@@ -10994,6 +12363,8 @@ msgid ""
"Length of the internal ring buffer, in seconds. Setting the buffer length "
"will have no effect if already initialized."
msgstr ""
+"Länge des internen Ringpuffers, in Sekunden. Die Einstellung der Pufferlänge "
+"hat keine Auswirkungen, wenn sie bereits initialisiert ist."
#: doc/classes/AudioEffectChorus.xml
msgid "Adds a chorus audio effect."
@@ -11073,7 +12444,7 @@ msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid "Gain applied to the output signal."
-msgstr ""
+msgstr "Auf das Ausgangssignal angewendete Verstärkung."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
@@ -11190,12 +12561,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -11741,7 +13106,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -11902,12 +13272,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -12038,12 +13412,14 @@ msgid "Clears the audio sample data buffer."
msgstr "Enthält die Audio Daten in Bytes."
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -12059,6 +13435,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#, fuzzy
msgid "MP3 audio stream driver."
@@ -12203,7 +13594,10 @@ msgstr "Spielt Audio in 2D."
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -12560,14 +13954,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -12577,22 +13971,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -13899,7 +15293,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -13992,7 +15386,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -14020,9 +15416,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -14529,13 +15925,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -14561,8 +15958,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14875,12 +16274,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14925,8 +16324,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14976,8 +16377,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15039,7 +16443,8 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+#, fuzzy
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr "[CanvasItem] wird aufgefordert zu zeichnen."
#: doc/classes/CanvasItem.xml
@@ -15174,7 +16579,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -15904,17 +17312,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -16247,12 +17655,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -16290,12 +17699,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -17522,7 +18932,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -17548,7 +18966,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -18297,7 +19719,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -21065,7 +22489,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -21214,16 +22640,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -21369,18 +22796,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Liefert die Fläche des [Rect2i]."
@@ -21566,6 +22981,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -24409,7 +25832,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -26323,8 +27749,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -26949,7 +28379,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -28549,10 +29981,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -29994,8 +31429,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -32325,11 +33760,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -33178,7 +34616,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -33190,6 +34632,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -35272,7 +36724,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -35609,14 +37063,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -35624,22 +37078,29 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
+"Entfernt den Punkt bei Index [code]Punkt[/code] aus dem Überblendungsbereich."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
+"Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von "
+"Index [code]Dreieck[/code]."
#: doc/classes/Line2D.xml
msgid ""
@@ -36918,8 +38379,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -36964,7 +38429,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -37219,9 +38687,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -37682,7 +39150,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -38611,7 +40081,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -38846,7 +40319,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -38867,7 +40340,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -39599,6 +41075,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39688,13 +41167,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -41461,11 +42952,11 @@ msgstr "Gobale Position."
#: doc/classes/Node2D.xml
msgid "Global rotation in radians."
-msgstr ""
+msgstr "Globale Rotation im Bogenmaß."
#: doc/classes/Node2D.xml
msgid "Global rotation in degrees."
-msgstr ""
+msgstr "Globale Rotation in Grad."
#: doc/classes/Node2D.xml
msgid "Global scale."
@@ -41515,6 +43006,10 @@ msgid ""
"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer."
"CANVAS_ITEM_Z_MAX] (inclusive)."
msgstr ""
+"Z-Index. Legt fest, in welcher Reihenfolge die Nodes gerendert werde . Eine "
+"Node mit höherem Z-Index wird über anderen angezeigt. Wert muss zwischen "
+"[constant VisualServer.CANVAS_ITEM_Z_MIN] und [constant VisualServer."
+"CANVAS_ITEM_Z_MAX] liegen (einschließlich)."
#: doc/classes/NodePath.xml
msgid "Pre-parsed scene tree path."
@@ -42405,7 +43900,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -42925,11 +44422,11 @@ msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42963,11 +44460,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42989,11 +44486,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43378,7 +44875,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -44885,6 +46384,17 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "2D Platformer Demo"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -47933,7 +49443,7 @@ msgstr ""
#: doc/classes/Polygon2D.xml
msgid "The texture's rotation in degrees."
-msgstr ""
+msgstr "Die Rotation (Drehung) der Textur in Grad."
#: doc/classes/Polygon2D.xml
msgid ""
@@ -48857,7 +50367,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]."
#: doc/classes/PopupMenu.xml
@@ -49099,7 +50611,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -49832,7 +51346,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52520,8 +54038,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52544,15 +54073,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -54187,17 +55723,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -54206,8 +55753,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -56156,11 +57709,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -56598,7 +58155,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56745,13 +58304,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56935,7 +58500,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57076,6 +58645,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -57088,7 +58669,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -57943,7 +59527,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -58574,6 +60161,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -58759,7 +60354,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58910,7 +60507,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -60156,7 +61755,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -60172,7 +61774,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -60362,7 +61966,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -61656,6 +63260,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -61717,6 +63324,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -61739,7 +63349,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -62892,6 +64505,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -62922,6 +64540,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -62963,8 +64586,13 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+#, fuzzy
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
+"Wird ausgegeben, wenn eine benutzerdefinierte Taste gedrückt wird. Siehe "
+"[method add_button]."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -64342,7 +65970,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag "
@@ -64351,7 +65979,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag "
@@ -64360,7 +65988,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag "
@@ -64369,7 +65997,8 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
"Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag "
"[code]delta[/code]."
@@ -64377,16 +66006,19 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
+"Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag "
+"[code]delta[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -64405,16 +66037,19 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
msgid ""
@@ -64425,17 +66060,19 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
msgid ""
@@ -64446,16 +66083,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
msgid ""
@@ -64467,16 +66106,19 @@ msgstr ""
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
"Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von "
"Index [code]Dreieck[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
+"Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von "
+"Index [code]Dreieck[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -64487,17 +66129,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -64510,9 +66154,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -64520,8 +66164,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -64536,7 +66180,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -64558,18 +66202,23 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
#, fuzzy
@@ -64583,32 +66232,45 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
#, fuzzy
@@ -64636,90 +66298,120 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag "
+"[code]delta[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
+"Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von "
+"Index [code]Dreieck[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält."
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/"
+"code]angegeben ist, existiert, ansonsten [code]false[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -67975,21 +69667,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -68002,7 +69698,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -68031,7 +69727,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -68041,22 +69769,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -68069,8 +69810,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -68268,16 +70011,16 @@ msgid "Unknown error."
msgstr "unbekannter Fehler."
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
-msgstr "UPNP Gerät."
+msgid "Universal Plug and Play (UPnP) device."
+msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -69635,10 +71378,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -69649,8 +71397,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69809,7 +71557,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -70352,6 +72102,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -74582,6 +76348,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -77135,7 +78905,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/el.po b/doc/translations/el.po
index 87eee32604..13c4fbfe68 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -483,7 +483,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -498,7 +499,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -548,8 +553,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -559,7 +565,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -613,7 +620,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -625,7 +633,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -867,12 +876,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1040,10 +1053,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3478,6 +3496,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4162,8 +4200,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4855,19 +4892,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4888,21 +4927,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4912,9 +4955,10 @@ msgstr "Επιστρέφει την εφαπτομένη της παραμέτρ
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5566,9 +5610,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5742,8 +5786,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6454,7 +6498,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6691,7 +6740,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7065,7 +7119,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7250,6 +7307,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7269,9 +7329,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7339,7 +7403,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8745,8 +8817,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8797,10 +8870,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9043,12 +9126,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9594,7 +9671,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9755,12 +9837,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9888,10 +9974,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9908,6 +9993,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10048,7 +10148,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10405,14 +10508,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10422,22 +10525,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11728,7 +11831,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11821,7 +11924,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11849,9 +11954,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12352,13 +12457,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12384,8 +12490,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12698,12 +12806,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12748,8 +12856,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12797,8 +12907,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12860,7 +12973,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12985,7 +13098,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13690,17 +13806,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14007,12 +14123,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14049,12 +14166,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15214,7 +15332,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15240,7 +15366,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15981,7 +16111,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18712,7 +18844,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18861,16 +18995,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19016,18 +19151,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου."
@@ -19213,6 +19336,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22047,7 +22178,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23942,8 +24076,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24564,7 +24702,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26152,10 +26292,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27564,8 +27707,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29867,11 +30010,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30717,7 +30863,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30729,6 +30879,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32752,7 +32912,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33089,14 +33251,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33104,22 +33266,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/Line2D.xml
msgid ""
@@ -34395,8 +34561,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34441,7 +34611,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34696,9 +34869,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35159,7 +35332,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36061,7 +36236,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36290,7 +36468,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36311,7 +36489,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37028,6 +37209,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37116,13 +37300,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39826,7 +40022,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40342,11 +40540,11 @@ msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέ
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40380,11 +40578,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40406,11 +40604,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40792,7 +40990,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42258,6 +42458,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46166,7 +46376,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/PopupMenu.xml
@@ -46405,7 +46617,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47135,7 +47349,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49816,8 +50034,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49840,15 +50069,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51445,17 +51681,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51464,8 +51711,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53395,11 +53648,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53836,7 +54093,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53980,13 +54239,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54169,7 +54434,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54309,6 +54578,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54321,7 +54602,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55176,7 +55460,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55795,6 +56082,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55980,7 +56275,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56129,7 +56426,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57356,7 +57655,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57372,7 +57674,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57562,7 +57866,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58829,6 +59133,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58890,6 +59197,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58912,7 +59222,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60049,6 +60362,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60079,6 +60397,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60120,7 +60443,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61477,38 +61802,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61526,15 +61857,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61544,15 +61877,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61565,7 +61899,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61573,7 +61907,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61583,15 +61917,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61603,17 +61938,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61626,9 +61963,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61636,8 +61973,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61652,7 +61989,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61671,15 +62008,17 @@ msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτω
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61691,29 +62030,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61741,87 +62084,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65001,21 +65344,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65028,7 +65375,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65057,7 +65404,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65067,22 +65446,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65095,8 +65487,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65294,16 +65688,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66554,10 +66948,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66568,8 +66967,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66721,7 +67120,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67253,6 +67654,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71420,6 +71837,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73959,7 +74380,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/es.po b/doc/translations/es.po
index f9d008c41a..8ed223238d 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -35,12 +35,16 @@
# Jake-insane <jake0insane@gmail.com>, 2022.
# Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022.
# emnrx <emanuelermancia@gmail.com>, 2022.
+# BlackNoizE404 <blacknoize404@gmail.com>, 2022.
+# Keyla Arroyos <keylaarroyos@protonmail.com>, 2022.
+# Victor Stancioiu <victorstancioiu@gmail.com>, 2022.
+# yohanger <yohangerariel@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-16 18:58+0000\n"
-"Last-Translator: emnrx <emanuelermancia@gmail.com>\n"
+"PO-Revision-Date: 2022-11-29 20:23+0000\n"
+"Last-Translator: yohanger <yohangerariel@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -48,7 +52,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -108,7 +112,7 @@ msgstr "(sobreescribe %s)"
#: doc/tools/make_rst.py
msgid "Default"
-msgstr "Por defecto"
+msgstr "Predeterminado"
#: doc/tools/make_rst.py
msgid "Setter"
@@ -523,7 +527,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@@ -575,16 +578,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
-"Convierte un diccionario (que fue creado previamente con [method inst2dict]) "
-"de nuevo en una instancia. Es útil para deserializar."
+"Convierte un diccionario (previamente creado con [method inst2dict]) de "
+"nuevo en una instancia. Es útil para deserializar."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -624,7 +625,6 @@ msgstr ""
"avanzadas, utilice [Tween] o [AnimationPlayer]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"The natural exponential function. It raises the mathematical constant [b]e[/"
"b] to the power of [code]s[/code] and returns it.\n"
@@ -751,8 +751,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -767,7 +769,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Devuelve un conjunto de diccionarios que representan la pila de llamadas "
"actual.\n"
@@ -854,7 +860,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -862,8 +867,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -873,7 +879,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"Devuelve un factor de interpolación o extrapolación, considerando el rango "
"especificado en [code]from[/code] y [code]to[/code], y el valor interpolado "
@@ -886,7 +893,7 @@ msgstr ""
"# La razón de interpolación en la llamada a `lerp()` de más abajo es 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` ahora es 27.5.\n"
-"# Ahora, suponemos haber olvidado la razón original y queremos obtererla de "
+"# Ahora, suponemos haber olvidado la razón original y queremos obtenerla de "
"vuelta.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` ahora es 0.75.\n"
@@ -967,7 +974,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -979,7 +987,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Interpola linealmente entre dos valores por un valor normalizado. Esto es la "
"función inversa de [method inverse_lerp].\n"
@@ -1380,7 +1389,6 @@ msgstr ""
"mientras muestra un trazo de cuando un error o advertencia se muestra."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1390,7 +1398,7 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"Imprime una registro de la pila en la ubicación del código, sólo funciona "
+"Imprime una registro de la pila en la ubicación del código, solo funciona "
"cuando se ejecuta con el depurador activado.\n"
"La salida en la consola se vería algo así:\n"
"[codeblock]\n"
@@ -1399,19 +1407,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Imprime una registro de la pila en la ubicación del código, sólo funciona "
-"cuando se ejecuta con el depurador activado.\n"
-"La salida en la consola se vería algo así:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1531,7 +1537,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@@ -1540,10 +1545,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Rango aleatorio de cualquier numero real entre [code]from[/code] y [code]to[/"
+"Rango aleatorio de cualquier número real entre [code]from[/code] y [code]to[/"
"code].\n"
"[codeblock]\n"
-"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos numeros aleatorios\n"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos números aleatorios\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1653,16 +1658,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"Transforma un [code]value[/code] entre los rangos [code](istart, istop][/"
-"code] a los rangos [code][ostart, ostop][/code].\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Devuelve 0.5\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -4568,6 +4573,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "Sugiere que una imagen se comprime usando una compresión sin pérdidas."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"La propiedad se serializa y se guarda en el archivo de la escena (por "
@@ -5404,8 +5429,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -6348,25 +6372,22 @@ msgstr ""
"[AnimationRootNode]. Si no, el editor no mostrará el nodo para añadir."
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
-"Obtiene la leyenda del texto de este nodo (usado por algunos editores)."
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
-"Obtiene un nodo hijo por índice (utilizado por los editores que heredan de "
-"[AnimationRootNode])."
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
-"Ordena todos los nodos infantiles como un diccionario de [code]name: node[/"
-"code]. Sólo es útil cuando se hereda [AnimationRootNode]."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6390,17 +6411,22 @@ msgstr ""
"reutilizado en múltiples árboles."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
"Obtiene el valor por defecto de un parametro. Los parametros son "
"personalizados en memoria local utilizados para tus nodos, dado que un "
"recurso puede ser reutilizado en multiples arboles."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
@@ -6410,9 +6436,11 @@ msgstr ""
"del [method Object.get_property_list]."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
"Devuelve [code]true[/code] si quieres que el editor del árbol de mezcla "
"muestre la edición del filtro en este nodo."
@@ -6423,10 +6451,12 @@ msgid "Returns whether the given path is filtered."
msgstr "Devuelve [code]true[/code] si un camino dado es filtrado."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -7259,9 +7289,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -7495,9 +7525,10 @@ msgstr ""
"encuentra."
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
"Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si "
"no se encuentra."
@@ -8385,15 +8416,16 @@ msgid "3D area for detection and physics and audio influence."
msgstr "Área 2D para la detección y la influencia de la física 2D."
#: doc/classes/Area.xml
-#, fuzzy
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
-"Área 3D que detecta nodos [CollisionObject] superpuestos, entrando o "
-"saliendo. También puede alterar o anular los parámetros de la física local "
-"(gravedad, amortiguación)."
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -8706,15 +8738,16 @@ msgid "2D area for detection and physics and audio influence."
msgstr "Área 2D para la detección y la influencia de la física 2D."
#: doc/classes/Area2D.xml
-#, fuzzy
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
-"Área 2D que detecta nodos [CollisionObject2D] superpuestos, entrando o "
-"saliendo. También puede alterar o anular los parámetros de la física local "
-"(gravedad, amortiguación)."
#: doc/classes/Area2D.xml
msgid "Using Area2D"
@@ -9201,7 +9234,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -9437,8 +9473,12 @@ msgstr ""
"cambio entre indices mientras se trocean."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9469,9 +9509,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9589,7 +9633,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
"Crea una nueva superificie.\n"
"Superficies son creadas para ser renderizadas usando un [code]primitive[/"
@@ -11614,8 +11666,9 @@ msgstr ""
"Recurso base para el bus de audio. Aplica un efecto de audio en el bus en "
"que el recurso es aplicado."
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -11675,10 +11728,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -11989,12 +12052,6 @@ msgstr ""
"los juegos, puede simular el sonido proveniente de algún dispositivo "
"saturado o altavoz muy eficientemente."
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr "Poder de distorsión. El valor puede variar entre 0 y 1."
@@ -12709,10 +12766,13 @@ msgstr ""
"[code]at_position[/code]."
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
-"Devuelve los nombres de todos los dispositivos de entrada de audio "
-"detectados en el sistema."
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
@@ -12906,12 +12966,16 @@ msgstr "Número de buses de audio disponibles."
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -13049,12 +13113,14 @@ msgid "Clears the audio sample data buffer."
msgstr "Contiene los datos de audio en bytes."
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member "
+"cull_mask] está activado, [code]false[/code] en caso contrario."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13070,6 +13136,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#, fuzzy
msgid "MP3 audio stream driver."
@@ -13228,7 +13309,10 @@ msgstr "Reproduce el sonido 3D en el espacio 3D."
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -13650,14 +13734,14 @@ msgstr ""
#, fuzzy
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
"Nodo para hacer un back-buffer en la pantalla que se muestra actualmente. La "
@@ -13676,27 +13760,31 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "Modo de búfer. Ver las constantes de [enum CopyMode]."
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"El área cubierta por el BackBufferCopy. Sólo se usa si [member copy_mode] es "
"[constant COPY_MODE_RECT]."
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"Deshabilita el modo de almacenamiento intermedio. Esto significa que el nodo "
"BackBufferCopy utilizará directamente la parte de la pantalla que cubre."
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopy almacena una región rectangular."
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy almacena toda la pantalla."
#: doc/classes/BakedLightmap.xml
@@ -15326,7 +15414,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
"Establece la proyección de la cámara en modo frustum (ver [constant "
"PROJECTION_FRUSTUM]), especificando un [code]size[/code], un [code]offset[/"
@@ -15445,10 +15533,13 @@ msgstr ""
"- ~121,63 grados en una vista de 21:9"
#: doc/classes/Camera.xml
+#, fuzzy
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
"El desplazamiento de la cámara de frustum. Se puede cambiar desde el valor "
"predeterminado para crear efectos de \"frustum inclinado\" como [url=https://"
@@ -15485,15 +15576,11 @@ msgstr ""
"la cámara escala su tamaño percibido."
#: doc/classes/Camera.xml
-#, fuzzy
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
-"El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo "
-"aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el "
-"eje, [code]size[/code] establece la longitud del tamaño del otro eje."
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
@@ -16157,18 +16244,20 @@ msgid "Base class of anything 2D."
msgstr "Clase base de cualquier cosa 2D."
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
"Base class of anything 2D. Canvas items are laid out in a tree; children "
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -16220,12 +16309,19 @@ msgid "Custom drawing in 2D"
msgstr ""
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
-"Función sobreescribible llamada por el motor (si está definida) para dibujar "
-"el objeto canvas."
+"Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, "
+"al cambiar de escena o después de llamar a [method add_child] en un script). "
+"Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará "
+"primero, y luego la de los hijos.\n"
+"Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method "
+"Object._notification]."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16614,12 +16710,13 @@ msgstr ""
"Devuelve [code]true[/code] si las notificaciones de transformación global se "
"comunican a los hijos."
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
"Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su "
"propiedad [member visible] es [code]true[/code] y todos sus antecedentes "
@@ -16682,12 +16779,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
-"Pone en la cola el [CanvasItem] para la actualización. La [constant "
-"NOTIFICATION_DRAW] será llamada en tiempo de inactividad para solicitar el "
-"redibujado."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16746,11 +16842,12 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
-"Emitido cuando el [CanvasItem] debe ser dibujado de nuevo. Esto sólo puede "
-"ser conectado en tiempo real, ya que en diferido no se podrá dibujar."
#: doc/classes/CanvasItem.xml
msgid "Emitted when becoming hidden."
@@ -16823,7 +16920,8 @@ msgstr ""
"set_notify_local_transform]."
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+#, fuzzy
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr "Se solicita al [CanvasItem] que dibuje."
#: doc/classes/CanvasItem.xml
@@ -16993,10 +17091,12 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
-"Establece la capa que sigue a la vista para simular un pseudo efecto 3D."
#: doc/classes/CanvasLayer.xml
msgid ""
@@ -17921,17 +18021,17 @@ msgstr "Elimina al dueño de la forma dada."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -18350,13 +18450,15 @@ msgstr ""
"Nodo que representa los datos de la forma de la colisión en el espacio 3D."
#: doc/classes/CollisionShape.xml
+#, fuzzy
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
"Servicio de edición para crear y editar formas de colisión en el espacio 3D. "
"Puede usar este nodo para representar todo tipo de formas de colisión, por "
@@ -18405,13 +18507,15 @@ msgstr ""
"Nodo que representa los datos de la forma de colisión en el espacio 2D."
#: doc/classes/CollisionShape2D.xml
+#, fuzzy
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
"Servicio de edición para crear y editar formas de colisión en el espacio 2D. "
"Puede usar este nodo para representar todo tipo de formas de colisión, por "
@@ -19783,21 +19887,21 @@ msgid "Concave polygon shape."
msgstr "Forma de polígono cóncavo."
#: doc/classes/ConcavePolygonShape.xml
-#, fuzzy
msgid ""
"Concave polygon shape resource, which can be set into a [PhysicsBody] or "
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
-"Recurso de forma poligonal cóncava, que se puede establecer en un "
-"[PhysicsBody] o área. Esta forma se crea alimentando una lista de "
-"triángulos.\n"
-"Nota: cuando se usa para la colisión, [ConcavePolygonShape] está pensado "
-"para trabajar con nodos estáticos [PhysicsBody] como [StaticBody] y no "
-"funcionará con [KinematicBody] o [RigidBody] con un modo distinto al "
-"estático."
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
@@ -19812,6 +19916,7 @@ msgid "Concave polygon 2D shape resource for physics."
msgstr "Forma 2D polígonal cóncavo es un recurso para la física."
#: doc/classes/ConcavePolygonShape2D.xml
+#, fuzzy
msgid ""
"Concave polygon 2D shape resource for physics. It is made out of segments "
"and is optimal for complex polygonal concave collisions. However, it is not "
@@ -19822,7 +19927,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
"Forma 2D polígonal cóncavo es un recurso para la física. Está hecho de "
"segmentos y es óptimo para colisiones poligonales cóncavas complejas. Sin "
@@ -20889,10 +20998,10 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
-"Roba el foco de otro control y pasa a ser el control enfocado (ver [member "
-"focus_mode])."
#: doc/classes/Control.xml
#, fuzzy
@@ -24472,10 +24581,13 @@ msgid "A mathematic curve."
msgstr "Una curva matemática."
#: doc/classes/Curve.xml
+#, fuzzy
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
"Una curva que puede ser guardada y reutilizada para otros objetos. Por "
"defecto, oscila entre [code]0[/code] y [code]1[/code] en el eje Y y "
@@ -24664,17 +24776,18 @@ msgstr ""
"Mantiene un cacheo de puntos precalculados a lo largo de la curva, para "
"acelerar los cálculos."
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
#, fuzzy
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
"Añade un punto a una curva en la posición [code]position[/code], con puntos "
"de control [code]in[/code] y [code]out[/code].\n"
@@ -24907,27 +25020,6 @@ msgstr ""
#: doc/classes/Curve3D.xml
#, fuzzy
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-"Añade un punto a una curva en la posición [code]position[/code], con puntos "
-"de control [code]in[/code] y [code]out[/code].\n"
-"Si se da [code]at_position[/code], el punto se inserta antes del número de "
-"punto [code]at_position[/code], desplazando ese punto (y todos los puntos "
-"posteriores) después del punto insertado. Si no se da [code]at_position[/"
-"code], o es un valor ilegal ([code]at_position <0[/code] o [code]at_position "
-">= [method get_point_count][/code]), el punto se añadirá al final de la "
-"lista de puntos."
-
-#: doc/classes/Curve3D.xml
-#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Devuelve el caché de puntos como un [PackedVector3Array]."
@@ -25184,6 +25276,14 @@ msgid "Cylinder shape for collisions."
msgstr "Forma de cilindro para colisiones."
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "La altura del cilindro."
@@ -29087,7 +29187,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
"Los scripts que extienden esta clase e implementan su método [method _run] "
"pueden ser ejecutados desde la opción de menú [b]File > Run[/b] del editor "
@@ -31644,11 +31747,13 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
-"Devuelve todo el archivo como una [String].\n"
-"El texto se interpreta como codificado en UTF-8."
#: doc/classes/File.xml
#, fuzzy
@@ -32413,13 +32518,16 @@ msgstr ""
"Véase también [method CanvasItem.draw_string]."
#: doc/classes/Font.xml
+#, fuzzy
msgid ""
"Draw character [code]char[/code] into a canvas item using the font at a "
"given position, with [code]modulate[/code] color, and optionally kerning if "
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
"Dibuja el carácter [code]char[/code] en un elemento del canvas utilizando la "
"fuente en una posición determinada, con [code]modular[/code] color, y "
@@ -34545,12 +34653,16 @@ msgstr ""
"entre puntos de color definidos por el usuario."
#: doc/classes/Gradient.xml
+#, fuzzy
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
"Dado un conjunto de colores, este recurso los interpolará en orden. Esto "
"significa que si tiene el color 1, el color 2 y el color 3, la rampa "
@@ -36333,8 +36445,8 @@ msgstr "Cliente HTTP(Hyper-text transfer protocol)."
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -39548,11 +39660,14 @@ msgstr "Detiene la vibración del joypad."
#: doc/classes/Input.xml
#, fuzzy
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
"Vibración de los dispositivos Android e iOS.\n"
"[b]Nota:[/b] Necesita permiso de VIBRATE para Android en la configuración de "
@@ -40668,7 +40783,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -40683,6 +40802,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -43360,7 +43489,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"El tamaño de la luz en unidades Godot. Sólo disponible para [OmniLight] y "
"[SpotLight]. Aumentar este valor hará que la luz se desvanezca más "
@@ -43795,44 +43926,40 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-"Añade un punto en la [code]position[/code]. Añade el punto al final de la "
-"línea.\n"
-"Si se da [code]at_position[/code], el punto se inserta antes del número de "
-"punto [code]at_position[/code], desplazando ese punto (y todos los puntos "
-"posteriores) después del punto insertado. Si no se da [code]at_position[/"
-"code], o es un valor ilegal ([code]at_position < 0[/code] o "
-"[code]at_position >= [method get_point_count][/code]), el punto se añadirá "
-"al final de la lista de puntos."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
+msgstr ""
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
msgstr "Elimina todos los puntos de la línea."
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr "Devuelve la cantidad de puntos de Line2D."
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Devuelve la cantidad de huesos del esqueleto."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr "Devuelve la posición del punto [code]i[/code]."
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Devuelve la posición del punto en el índice [code]point[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr "Elimina el punto en el índice [code]i[/code] de la línea."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
"Sobrescribe la posición en el punto [code]i[/code] con la [code]position[/"
"code] suministrada."
@@ -45523,9 +45650,13 @@ msgstr "Flag utilizada para marcar un array normal comprimido (real)."
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr "Flag utilizada para marcar un array tangencial comprimido (real)."
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
-msgstr "Flag usada para marcar una array de colores comprimida (real)."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
+msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) UV coordinates array."
@@ -45575,7 +45706,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
"Se usa para poner las banderas [constante ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -45879,9 +46013,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
"MeshInstance es un nodo que toma un recurso [Mesh] y lo añade al escenario "
"actual creando una instancia del mismo. Esta es la clase más usada para "
@@ -46463,7 +46597,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
"Establece el color de una instancia específica.\n"
"Para que el color tenga efecto, asegúrate de que [member use_colors] es "
@@ -47580,7 +47716,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -47819,7 +47958,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -47840,7 +47979,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -48652,6 +48794,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -48746,15 +48891,26 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
-#, fuzzy
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
-msgstr "Devuelve el estado actual de la conexión. Ver [enum ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
+msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
#, fuzzy
@@ -50893,7 +51049,6 @@ msgstr ""
"será renombrado automáticamente."
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"The node owner. A node can have any other node as owner (as long as it is a "
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
@@ -50921,7 +51076,7 @@ msgstr ""
"ejemplo:\n"
"[codeblock]\n"
"if child_node.get_parent():\n"
-" child_node.get_parent().remove_child(child_node)\n"
+" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/codeblock]\n"
"Si necesita que el nodo hijo se añada debajo de un nodo específico en la "
@@ -52674,11 +52829,14 @@ msgstr ""
"curva."
#: doc/classes/OmniLight.xml
+#, fuzzy
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"El radio de la luz. Tenga en cuenta que el área efectivamente iluminada "
"puede parecer más pequeña dependiendo del [member omni_attenuation] en uso. "
@@ -53350,11 +53508,11 @@ msgstr "Devuelve el vértice en un índice determinado."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53410,11 +53568,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53443,11 +53601,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -53930,7 +54088,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -55873,6 +56033,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
"Devuelve un rectángulo que contiene las posiciones de todas las partículas "
@@ -61141,7 +61311,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Establece el icono del artículo en el índice [code]idx[/code]."
#: doc/classes/PopupMenu.xml
@@ -61458,7 +61630,9 @@ msgstr "Clase para mostrar popups con un fondo de panel."
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
"Clase para mostrar popups con un fondo de panel. En algunos casos puede ser "
"más simple de usar que el [Popup], ya que proporciona un fondo configurable. "
@@ -62393,10 +62567,12 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
-"Si [code]true[/code], se permitirá la entrada del micrófono. Esto requiere "
-"que se establezcan los permisos apropiados al exportar a Android o iOS."
#: doc/classes/ProjectSettings.xml
#, fuzzy
@@ -65582,8 +65758,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -65613,15 +65800,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -67704,36 +67898,45 @@ msgstr "Devuelve si este objeto tiene asignado un patrón de búsqueda válido."
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"Busca en el texto el patrón compilado. Devuelve un contenedor [RegExMatch] "
-"del primer resultado coincidente si se encuentra, de lo contrario "
-"[code]null[/code]. La región en la que se debe buscar puede especificarse "
-"sin modificar el lugar en el que se encuentra el anclaje de inicio y fin."
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"Busca en el texto el patrón compilado. Devuelve un array de contenedores "
-"[RegExMatch] para cada resultado no superpuesto. Si no se encuentran "
-"resultados, se devuelve un array vacío. La región en la que se debe buscar "
-"puede ser especificada sin modificar el lugar donde se encuentran el ancla "
-"de inicio y el ancla de fin."
#: modules/regex/doc_classes/RegEx.xml
+#, fuzzy
msgid ""
"Searches the text for the compiled pattern and replaces it with the "
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
"Busca en el texto el patrón compilado y lo reemplaza con la string "
"especificada. Escapadas y retro-referencias como [code]$1[/code] y "
@@ -70324,11 +70527,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -70849,7 +71056,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
"Cambia la escena en curso a una nueva instancia de la [PackedScene] dada.\n"
"Devuelve [constant OK] en el éxito o [constant ERR_CANT_CREATE] si la escena "
@@ -71044,18 +71253,20 @@ msgstr "La escena actual."
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
-"Si [code]true[/code], las formas de colisión serán visibles cuando se "
-"ejecute el juego desde el editor con fines de depuración."
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
-"Si [code]true[/code], los polígonos de navegación serán visibles cuando se "
-"ejecute el juego desde el editor para su depuración."
#: doc/classes/SceneTree.xml
msgid "The root of the edited scene."
@@ -71295,9 +71506,12 @@ msgstr ""
"reposo)."
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
-"Llama a un grupo sólo una vez aunque la llamada se ejecute muchas veces."
#: doc/classes/SceneTree.xml
#, fuzzy
@@ -71451,6 +71665,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -71463,7 +71689,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -72462,8 +72691,11 @@ msgstr ""
"es específico para cada forma y no puede ser configurado."
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
-msgstr "La forma personalizada es un solucionador personalizado."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
+msgstr ""
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
@@ -73228,6 +73460,18 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+"Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su "
+"propiedad [member visible] es [code]true[/code] y todos sus antecedentes "
+"también son visibles. Si algún antecedente está oculto, este nodo no será "
+"visible en el árbol de la escena."
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -73485,7 +73729,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -73673,7 +73919,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -75225,8 +75473,11 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
-msgstr "El ángulo del foco en grados."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -75237,11 +75488,14 @@ msgid "The spotlight's light energy attenuation curve."
msgstr "La curva de atenuación de la energía de la luz del foco."
#: doc/classes/SpotLight.xml
+#, fuzzy
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"El máximo rango que puede ser alcanzado por el foco. Tenga en cuenta que el "
"área efectivamente iluminada puede parecer más pequeña dependiendo del "
@@ -75516,7 +75770,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -77083,6 +77337,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -77161,6 +77418,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -77195,11 +77455,15 @@ msgstr ""
"en su lugar."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
"Divide la string en reales usando una string delimitadora y devuelve un "
"array de las substrings..\n"
@@ -78701,6 +78965,11 @@ msgstr ""
"está activada."
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr "Devuelve el número de pestañas ocultas desplazadas a la izquierda."
@@ -78733,6 +79002,11 @@ msgstr ""
"del ratón."
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Establece un icono para la pestaña en el índice [code]tab_idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
"Establece un icono [code]icon[/code] para la pestaña en el índice "
@@ -78790,9 +79064,12 @@ msgstr ""
"ratón. Ver [member drag_to_rearrange_enabled]."
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+#, fuzzy
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
-"Se emite cuando se hace clic con el botón derecho del ratón en una pestaña."
+"Se emite cuando se presiona un botón personalizado. Ver [method add_button]."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -80473,7 +80750,7 @@ msgstr "Borra todos los valores del tema."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Borra el [Color] en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80481,7 +80758,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80489,7 +80766,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Limpia la [Font] en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80497,14 +80774,15 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
"Borra el icono en [code]name[/code] si el tema tiene [code]type[/code]."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Borra [StyleBox] en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80513,7 +80791,7 @@ msgstr ""
#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
"Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80536,7 +80814,7 @@ msgstr "Establece los valores del tema a una copia de un tema dado."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Devuelve el [Color] en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80545,7 +80823,8 @@ msgstr ""
#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
"Devuelve todos los [Color]s como un [PackedStringArray] relleno con el "
"nombre de cada [Color], para su uso en [method get_color], si el tema tiene "
@@ -80564,7 +80843,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Devuelve la constante en [code]name[/code] si el tema tiene [code]type[/"
@@ -80574,7 +80853,7 @@ msgstr ""
#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Devuelve todas las constantes como un [PackedStringArray] relleno con el "
@@ -80595,7 +80874,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -80605,7 +80884,7 @@ msgstr ""
#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
"Devuelve todas las [Fonts] como un [PackedStringArray] rellenado con el "
"nombre de cada [Font], para su uso en el [method get_font], si el tema tiene "
@@ -80625,7 +80904,7 @@ msgstr ""
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
"Devuelve el icono [Texture2D] en [code]name[/code] si el tema tiene "
"[code]type[/code]."
@@ -80634,7 +80913,7 @@ msgstr ""
#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
"Devuelve todos los iconos como un [PackedStringArray] rellenado con el "
"nombre de cada [Texture2D], para su uso en el [method get_icon], si el tema "
@@ -80651,20 +80930,26 @@ msgstr ""
"tiene [code]type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
+"Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el "
+"nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema "
+"tiene [code]type[/code]."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
"Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el "
"nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema "
@@ -80682,22 +80967,30 @@ msgstr ""
"[method get_stylebox_list], si el tema tiene [code]type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
+"Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
+"[code]type[/code].\n"
+"No hace nada si el tema no tiene [code]type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
+"Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el "
+"nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema "
+"tiene [code]type[/code]."
#: doc/classes/Theme.xml
#, fuzzy
@@ -80715,7 +81008,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
"Devuelve todos los tipos de [code]type[/code] como un [PackedStringArray] "
@@ -80741,8 +81034,9 @@ msgstr "Devuelve un [Array] de conexiones para la [code]signal[/code] dada."
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Devuelve [code]true[/code] si [Color] con [code]name[/code] está en "
"[code]type[/code].\n"
@@ -80752,8 +81046,9 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Devuelve [code]true[/code] si la constante con [code]name[/code] está en "
"[code]type[/code].\n"
@@ -80771,8 +81066,9 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Devuelve [code]true[/code] si [Font] con [code]name[/code] está en "
"[code]type[/code].\n"
@@ -80782,8 +81078,9 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Devuelve [code]true[/code] si el icono [Texture2D] con [code]name[/code] "
"está en [code]type[/code].\n"
@@ -80793,8 +81090,9 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Devuelve [code]true[/code] si [StyleBox] con [code]name[/code] está en "
"[code]type[/code].\n"
@@ -80804,8 +81102,9 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Devuelve [code]true[/code] si [StyleBox] con [code]name[/code] está en "
"[code]type[/code].\n"
@@ -80840,7 +81139,7 @@ msgstr ""
#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
"Devuelve el [Color] en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80849,7 +81148,7 @@ msgstr ""
#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
"Devuelve la constante en [code]name[/code] si el tema tiene [code]type[/"
@@ -80859,7 +81158,7 @@ msgstr ""
#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
"Devuelve la [Font] en [code]name[/code] si el tema tiene [code]type[/code]."
@@ -80868,7 +81167,7 @@ msgstr ""
#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
"Devuelve el icono [StyleBox] en [code]name[/code] si el tema tiene "
@@ -80878,7 +81177,7 @@ msgstr ""
#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
"Establece el [StyleBox] del tema a [code]stylebox[/code] en [code]name[/"
@@ -80889,7 +81188,7 @@ msgstr ""
#, fuzzy
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
"Establece la constante del tema en [code]constant[/code] en [code]name[/"
@@ -80900,8 +81199,8 @@ msgstr ""
#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Establece el [Color] del tema a [code]color[/code] en [code]name[/code] en "
"[code]type[/code].\n"
@@ -80911,8 +81210,8 @@ msgstr ""
#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Establece la constante del tema en [code]constant[/code] en [code]name[/"
"code] en [code]type[/code].\n"
@@ -80922,8 +81221,8 @@ msgstr ""
#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
"[code]type[/code].\n"
@@ -80933,8 +81232,8 @@ msgstr ""
#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
"[code]type[/code].\n"
@@ -80944,8 +81243,8 @@ msgstr ""
#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Establece el [StyleBox] del tema a [code]stylebox[/code] en [code]name[/"
"code] en [code]type[/code].\n"
@@ -80955,10 +81254,10 @@ msgstr ""
#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
"[code]type[/code].\n"
@@ -85082,21 +85381,25 @@ msgstr ""
"sola."
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
-msgstr "Funciones de red de UPNP."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
+msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -85109,7 +85412,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -85138,7 +85441,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -85146,24 +85481,38 @@ msgid "Adds the given [UPNPDevice] to the list of discovered devices."
msgstr "Añade el [UPNPDevice] dado a la lista de dispositivos descubiertos."
#: modules/upnp/doc_classes/UPNP.xml
+#, fuzzy
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
"Añade un mapeo para reenviar el [code]port[/code] externo (entre 1 y 65535) "
@@ -85192,12 +85541,15 @@ msgid "Clears the list of discovered devices."
msgstr "Borra la lista de dispositivos descubiertos."
#: modules/upnp/doc_classes/UPNP.xml
+#, fuzzy
msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
"Elimina la asignación de puertos para la combinación de puertos y protocolos "
"dada en la pasarela por defecto (ver [method get_gateway]) si existe. "
@@ -85443,16 +85795,17 @@ msgid "Unknown error."
msgstr "Error desconocido."
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
-msgstr "Dispositivo UPNP."
+msgid "Universal Plug and Play (UPnP) device."
+msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
+#, fuzzy
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
"Dispositivo UPNP. Véase [UPNP] para las funciones de descubrimiento y "
"utilidad del UPNP. Proporciona un acceso de bajo nivel a los comandos de "
@@ -87192,10 +87545,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -87209,8 +87567,8 @@ msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
"Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]"
"{text}[/url][/code]."
@@ -87401,7 +87759,9 @@ msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -88097,6 +88457,22 @@ msgstr ""
"Este objeto sólo será visible para [Camera] cuya máscara de selección "
"incluya el objeto renderizado que este [VisualInstance] tiene configurado."
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr "Un script implementado en el entorno de programación de Visual Script."
@@ -93502,6 +93878,10 @@ msgid "Flag used to mark an index array."
msgstr "Bandera usada para marcar un array de índices."
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr "Flag usada para marcar una array de colores comprimida (real)."
+
+#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
@@ -96678,8 +97058,13 @@ msgstr ""
"dependencia cíclica, y permite que las referencias sean liberadas."
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
-msgstr "Devuelve el [Object] al que se refiere este weakref."
+#, fuzzy
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
+msgstr ""
+"Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/"
+"code] si la propiedad no existe."
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Closes this data channel, notifying the other peer."
diff --git a/doc/translations/et.po b/doc/translations/et.po
new file mode 100644
index 0000000000..7f92671d8f
--- /dev/null
+++ b/doc/translations/et.po
@@ -0,0 +1,75654 @@
+# Estonian translation of the Godot Engine class reference.
+# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
+# This file is distributed under the same license as the Godot source code.
+#
+# dogyx <aaronloit@zohomail.eu>, 2022.
+msgid ""
+msgstr ""
+"Project-Id-Version: Godot Engine class reference\n"
+"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
+"PO-Revision-Date: 2022-09-12 01:18+0000\n"
+"Last-Translator: dogyx <aaronloit@zohomail.eu>\n"
+"Language-Team: Estonian <https://hosted.weblate.org/projects/godot-engine/"
+"godot-class-reference/et/>\n"
+"Language: et\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8-bit\n"
+"Plural-Forms: nplurals=2; plural=n != 1;\n"
+"X-Generator: Weblate 4.14.1-dev\n"
+
+#: doc/tools/make_rst.py
+msgid "Description"
+msgstr "Kirjeldus"
+
+#: doc/tools/make_rst.py
+msgid "Tutorials"
+msgstr "Õpetused"
+
+#: doc/tools/make_rst.py
+msgid "Properties"
+msgstr "Atribuudid"
+
+#: doc/tools/make_rst.py
+msgid "Methods"
+msgstr "Meetodid"
+
+#: doc/tools/make_rst.py
+msgid "Theme Properties"
+msgstr "Teema atribuudid"
+
+#: doc/tools/make_rst.py
+msgid "Signals"
+msgstr "Signaalid"
+
+#: doc/tools/make_rst.py
+msgid "Enumerations"
+msgstr "Loendused"
+
+#: doc/tools/make_rst.py
+msgid "Constants"
+msgstr "Konstandid"
+
+#: doc/tools/make_rst.py
+msgid "Property Descriptions"
+msgstr "Atribuutide kirjeldused"
+
+#: doc/tools/make_rst.py
+msgid "Method Descriptions"
+msgstr "Meetodite kirjeldused"
+
+#: doc/tools/make_rst.py
+msgid "Theme Property Descriptions"
+msgstr "Teema atribuutide kirjeldused"
+
+#: doc/tools/make_rst.py
+msgid "Inherits:"
+msgstr "Pärandub:"
+
+#: doc/tools/make_rst.py
+msgid "Inherited By:"
+msgstr "Pärandanud:"
+
+#: doc/tools/make_rst.py
+msgid "(overrides %s)"
+msgstr "(võtab üle %s)"
+
+#: doc/tools/make_rst.py
+msgid "Default"
+msgstr "Vaikimisi"
+
+#: doc/tools/make_rst.py
+msgid "Setter"
+msgstr "Setter"
+
+#: doc/tools/make_rst.py
+msgid "value"
+msgstr "väärtus"
+
+#: doc/tools/make_rst.py
+msgid "Getter"
+msgstr "Getter"
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method should typically be overridden by the user to have any effect."
+msgstr ""
+"Kasutaja peaks selle meetodi tavaliselt üle võtma, et sellel oleks mingit "
+"mõju."
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method has no side effects. It doesn't modify any of the instance's "
+"member variables."
+msgstr ""
+"Sellel meetodil ei ole kõrvalmõjusid. See ei muuda ühtegi eksemplari "
+"liikmemuutujat."
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method accepts any number of arguments after the ones described here."
+msgstr ""
+"See meetod võtab vastu mis tahes arvu argumente pärast siin kirjeldatud "
+"argumente."
+
+#: doc/tools/make_rst.py
+msgid "This method is used to construct a type."
+msgstr "Seda meetodit kasutatakse tüübi konstrueerimiseks."
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method doesn't need an instance to be called, so it can be called "
+"directly using the class name."
+msgstr ""
+"Selle meetodi kutsumiseks pole vaja eksemplari, nii et seda saab kutsuda "
+"otse kasutades klassi nime."
+
+#: doc/tools/make_rst.py
+msgid ""
+"This method describes a valid operator to use with this type as left-hand "
+"operand."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid "Built-in GDScript functions."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"List of core built-in GDScript functions. Math functions and other "
+"utilities. Everything else is provided by objects. (Keywords: builtin, built "
+"in, global functions.)"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a color constructed from integer red, green, blue, and alpha "
+"channels. Each channel should have 8 bits of information ranging from 0 to "
+"255.\n"
+"[code]r8[/code] red channel\n"
+"[code]g8[/code] green channel\n"
+"[code]b8[/code] blue channel\n"
+"[code]a8[/code] alpha channel\n"
+"[codeblock]\n"
+"red = Color8(255, 0, 0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a color according to the standardized [code]name[/code] with "
+"[code]alpha[/code] ranging from 0 to 1.\n"
+"[codeblock]\n"
+"red = ColorN(\"red\", 1)\n"
+"[/codeblock]\n"
+"Supported color names are the same as the constants defined in [Color]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
+"value).\n"
+"[codeblock]\n"
+"a = abs(-1) # a is 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
+"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant "
+"NAN].\n"
+"[codeblock]\n"
+"# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
+"c = acos(0.866025)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
+"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant "
+"NAN].\n"
+"[codeblock]\n"
+"# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
+"s = asin(0.5)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
+"[code]condition[/code] is [code]false[/code], an error is generated. When "
+"running from the editor, the running project will also be paused until you "
+"resume it. This can be used as a stronger form of [method push_error] for "
+"reporting errors to project developers or add-on users.\n"
+"[b]Note:[/b] For performance reasons, the code inside [method assert] is "
+"only executed in debug builds or when running the project from the editor. "
+"Don't include code that has side effects in an [method assert] call. "
+"Otherwise, the project will behave differently when exported in release "
+"mode.\n"
+"The optional [code]message[/code] argument, if given, is shown in addition "
+"to the generic \"Assertion failed\" message. You can use this to provide "
+"additional details about why the assertion failed.\n"
+"[codeblock]\n"
+"# Imagine we always want speed to be between 0 and 20.\n"
+"var speed = -10\n"
+"assert(speed < 20) # True, the program will continue\n"
+"assert(speed >= 0) # False, the program will stop\n"
+"assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
+"statements in one check\n"
+"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show "
+"a message with clarifying details\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
+"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
+"angle[/code].\n"
+"The method cannot know in which quadrant the angle should fall. See [method "
+"atan2] if you have both [code]y[/code] and [code]x[/code].\n"
+"[codeblock]\n"
+"a = atan(0.5) # a is 0.463648\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
+"of tangent [code]y/x[/code]. To compute the value, the method takes into "
+"account the sign of both arguments in order to determine the quadrant.\n"
+"Important note: The Y coordinate comes first, by convention.\n"
+"[codeblock]\n"
+"a = atan2(0, -1) # a is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Decodes a byte array back to a value. When [code]allow_objects[/code] is "
+"[code]true[/code] decoding objects is allowed.\n"
+"[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do "
+"not use this option if the serialized object comes from untrusted sources to "
+"avoid potential security threats (remote code execution)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
+"axis) to the polar coordinate system (a distance from the origin and an "
+"angle)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Rounds [code]s[/code] upward (towards positive infinity), returning the "
+"smallest whole number that is not less than [code]s[/code].\n"
+"[codeblock]\n"
+"a = ceil(1.45) # a is 2.0\n"
+"a = ceil(1.001) # a is 2.0\n"
+"[/codeblock]\n"
+"See also [method floor], [method round], [method stepify], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a character as a String of the given Unicode code point (which is "
+"compatible with ASCII code).\n"
+"[codeblock]\n"
+"a = char(65) # a is \"A\"\n"
+"a = char(65 + 32) # a is \"a\"\n"
+"a = char(8364) # a is \"€\"\n"
+"[/codeblock]\n"
+"This is the inverse of [method ord]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Clamps [code]value[/code] and returns a value not less than [code]min[/code] "
+"and not more than [code]max[/code].\n"
+"[codeblock]\n"
+"a = clamp(1000, 1, 20) # a is 20\n"
+"a = clamp(-10, 1, 20) # a is 1\n"
+"a = clamp(15, 1, 20) # a is 15\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts from a type to another in the best way possible. The [code]type[/"
+"code] parameter uses the [enum Variant.Type] values.\n"
+"[codeblock]\n"
+"a = Vector2(1, 0)\n"
+"# Prints 1\n"
+"print(a.length())\n"
+"a = convert(a, TYPE_STRING)\n"
+"# Prints 6 as \"(1, 0)\" is 6 characters\n"
+"print(a.length())\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the cosine of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"a = cos(TAU) # a is 1.0\n"
+"a = cos(PI) # a is -1.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"print(cosh(1)) # Prints 1.543081\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid "Converts from decibels to linear energy (audio)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid "Deprecated alias for [method step_decimals]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
+"Godot 4.0, please use [method move_toward] instead.\n"
+"Returns the result of [code]value[/code] decreased by [code]step[/code] * "
+"[code]amount[/code].\n"
+"[codeblock]\n"
+"a = dectime(60, 10, 0.1)) # a is 59.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Compares two values by checking their actual contents, recursing into any "
+"[Array] or [Dictionary] up to its deepest level.\n"
+"This compares to [code]==[/code] in a number of ways:\n"
+"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
+"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
+"and [code]==[/code] work the same.\n"
+"- For [code]Dictionary[/code], [code]==[/code] considers equality if, and "
+"only if, both variables point to the very same [code]Dictionary[/code], with "
+"no recursion or awareness of the contents at all.\n"
+"- For [code]Array[/code], [code]==[/code] considers equality if, and only "
+"if, each item in the first [code]Array[/code] is equal to its counterpart in "
+"the second [code]Array[/code], as told by [code]==[/code] itself. That "
+"implies that [code]==[/code] recurses into [code]Array[/code], but not into "
+"[code]Dictionary[/code].\n"
+"In short, whenever a [code]Dictionary[/code] is potentially involved, if you "
+"want a true content-aware comparison, you have to use [code]deep_equal[/"
+"code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts an angle expressed in degrees to radians.\n"
+"[codeblock]\n"
+"r = deg2rad(180) # r is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a dictionary (previously created with [method inst2dict]) back to "
+"an instance. Useful for deserializing."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an \"eased\" value of [code]x[/code] based on an easing function "
+"defined with [code]curve[/code]. This easing function is based on an "
+"exponent. The [code]curve[/code] can be any floating-point number, with "
+"specific values leading to the following behaviors:\n"
+"[codeblock]\n"
+"- Lower than -1.0 (exclusive): Ease in-out\n"
+"- 1.0: Linear\n"
+"- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
+"- 0.0: Constant\n"
+"- Between 0.0 to 1.0 (exclusive): Ease out\n"
+"- 1.0: Linear\n"
+"- Greater than 1.0 (exclusive): Ease in\n"
+"[/codeblock]\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
+"See also [method smoothstep]. If you need to perform more advanced "
+"transitions, use [Tween] or [AnimationPlayer]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"The natural exponential function. It raises the mathematical constant [b]e[/"
+"b] to the power of [code]s[/code] and returns it.\n"
+"[b]e[/b] has an approximate value of 2.71828, and can be obtained with "
+"[code]exp(1)[/code].\n"
+"For exponents to other bases use the method [method pow].\n"
+"[codeblock]\n"
+"a = exp(2) # Approximately 7.39\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Rounds [code]s[/code] downward (towards negative infinity), returning the "
+"largest whole number that is not more than [code]s[/code].\n"
+"[codeblock]\n"
+"a = floor(2.45) # a is 2.0\n"
+"a = floor(2.99) # a is 2.0\n"
+"a = floor(-2.99) # a is -3.0\n"
+"[/codeblock]\n"
+"See also [method ceil], [method round], [method stepify], and [int].\n"
+"[b]Note:[/b] This method returns a float. If you need an integer and "
+"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
+"directly."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
+"of [code]a[/code].\n"
+"[codeblock]\n"
+"r = fmod(7, 5.5) # r is 1.5\n"
+"[/codeblock]\n"
+"For the integer remainder operation, use the % operator."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
+"positive and negative.\n"
+"[codeblock]\n"
+"for i in 7:\n"
+" var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock]\n"
+"Produces:\n"
+"[codeblock]\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a reference to the specified function [code]funcname[/code] in the "
+"[code]instance[/code] node. As functions aren't first-class objects in "
+"GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and "
+"call it later.\n"
+"[codeblock]\n"
+"func foo():\n"
+" return(\"bar\")\n"
+"\n"
+"a = funcref(self, \"foo\")\n"
+"print(a.call_func()) # Prints bar\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
+"[codeblock]\n"
+"func _ready():\n"
+" foo()\n"
+"\n"
+"func foo():\n"
+" bar()\n"
+"\n"
+"func bar():\n"
+" print(get_stack())\n"
+"[/codeblock]\n"
+"would print\n"
+"[codeblock]\n"
+"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
+"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the integer hash of the variable passed.\n"
+"[codeblock]\n"
+"print(hash(\"a\")) # Prints 177670\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the passed instance converted to a dictionary (useful for "
+"serializing).\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+" var d = inst2dict(self)\n"
+" print(d.keys())\n"
+" print(d.values())\n"
+"[/codeblock]\n"
+"Prints out:\n"
+"[codeblock]\n"
+"[@subpath, @path, foo]\n"
+"[, res://test.gd, bar]\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the Object that corresponds to [code]instance_id[/code]. All Objects "
+"have a unique instance ID.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+" var id = get_instance_id()\n"
+" var inst = instance_from_id(id)\n"
+" print(inst.foo) # Prints bar\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an interpolation or extrapolation factor considering the range "
+"specified in [code]from[/code] and [code]to[/code], and the interpolated "
+"value specified in [code]weight[/code]. The returned value will be between "
+"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
+"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
+"located outside this range, then an extrapolation factor will be returned "
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
+"[codeblock]\n"
+"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` is now 27.5.\n"
+"# Now, we pretend to have forgotten the original ratio and want to get it "
+"back.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` is now 0.75.\n"
+"[/codeblock]\n"
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are "
+"approximately equal to each other.\n"
+"Here, approximately equal means that [code]a[/code] and [code]b[/code] are "
+"within a small internal epsilon of each other, which scales with the "
+"magnitude of the numbers.\n"
+"Infinity values of the same sign are considered equal."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether [code]s[/code] is an infinity value (either positive "
+"infinity or negative infinity)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether [code]instance[/code] is a valid object (e.g. has not been "
+"deleted from memory)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n"
+"This method is faster than using [method is_equal_approx] with one value as "
+"zero."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns length of Variant [code]var[/code]. Length is the character count of "
+"String, element count of Array, size of Dictionary, etc.\n"
+"[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n"
+"[codeblock]\n"
+"a = [1, 2, 3, 4]\n"
+"len(a) # Returns 4\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Linearly interpolates between two values by the factor defined in "
+"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
+"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
+"outside this range are allowed and can be used to perform [i]extrapolation[/"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
+"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
+"[float], the return value is a [float].\n"
+"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
+"return value will be of the same type ([code]lerp[/code] then calls the "
+"vector type's [code]linear_interpolate[/code] method).\n"
+"[codeblock]\n"
+"lerp(0, 4, 0.75) # Returns 3.0\n"
+"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
+"[/codeblock]\n"
+"See also [method inverse_lerp] which performs the reverse of this operation. "
+"To perform eased interpolation with [method lerp], combine it with [method "
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Linearly interpolates between two angles (in radians) by a normalized "
+"value.\n"
+"Similar to [method lerp], but interpolates correctly when the angles wrap "
+"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
+"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
+"[codeblock]\n"
+"extends Sprite\n"
+"var elapsed = 0.0\n"
+"func _process(delta):\n"
+" var min_angle = deg2rad(0.0)\n"
+" var max_angle = deg2rad(90.0)\n"
+" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+" elapsed += delta\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
+"code] and [code]to[/code]. However, when these two angles are approximately "
+"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
+"obvious which way they lerp due to floating-point precision errors. For "
+"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
+"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts from linear energy to decibels (audio). This can be used to "
+"implement volume sliders that behave as expected (since volume isn't "
+"linear). Example:\n"
+"[codeblock]\n"
+"# \"Slider\" refers to a node that inherits Range such as HSlider or "
+"VSlider.\n"
+"# Its range must be configured to go from 0 to 1.\n"
+"# Change the bus name if you'd like to change the volume of a specific bus "
+"only.\n"
+"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
+"linear2db($Slider.value))\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Loads a resource from the filesystem located at [code]path[/code]. The "
+"resource is loaded on the method call (unless it's referenced already "
+"elsewhere, e.g. in another script or in the scene), which might cause slight "
+"delay, especially when loading scenes. To avoid unnecessary delays when "
+"loading something multiple times, either store the resource in a variable or "
+"use [method preload].\n"
+"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
+"in the FileSystem dock and choosing \"Copy Path\" or by dragging the file "
+"from the FileSystem dock into the script.\n"
+"[codeblock]\n"
+"# Load a scene called main located in the root of the project directory and "
+"cache it in a variable.\n"
+"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
+"resource.\n"
+"[/codeblock]\n"
+"[b]Important:[/b] The path must be absolute, a local path will just return "
+"[code]null[/code].\n"
+"This method is a simplified version of [method ResourceLoader.load], which "
+"can be used for more advanced scenarios."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Natural logarithm. The amount of time needed to reach a certain level of "
+"continuous growth.\n"
+"[b]Note:[/b] This is not the same as the \"log\" function on most "
+"calculators, which uses a base 10 logarithm.\n"
+"[codeblock]\n"
+"log(10) # Returns 2.302585\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], "
+"while negative values return [code]-nan[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the maximum of two values.\n"
+"[codeblock]\n"
+"max(1, 2) # Returns 2\n"
+"max(-3.99, -4) # Returns -3.99\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the minimum of two values.\n"
+"[codeblock]\n"
+"min(1, 2) # Returns 1\n"
+"min(-3.99, -4) # Returns -4\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] "
+"value.\n"
+"Use a negative [code]delta[/code] value to move away.\n"
+"[codeblock]\n"
+"move_toward(5, 10, 4) # Returns 9\n"
+"move_toward(10, 5, 4) # Returns 6\n"
+"move_toward(10, 5, -1.5) # Returns 11.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the nearest equal or larger power of 2 for integer [code]value[/"
+"code].\n"
+"In other words, returns the smallest value [code]a[/code] where [code]a = "
+"pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative "
+"integer [code]n[/code].\n"
+"[codeblock]\n"
+"nearest_po2(3) # Returns 4\n"
+"nearest_po2(4) # Returns 4\n"
+"nearest_po2(5) # Returns 8\n"
+"\n"
+"nearest_po2(0) # Returns 0 (this may not be what you expect)\n"
+"nearest_po2(-1) # Returns 0 (this may not be what you expect)\n"
+"[/codeblock]\n"
+"[b]WARNING:[/b] Due to the way it is implemented, this function returns "
+"[code]0[/code] rather than [code]1[/code] for non-positive values of "
+"[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an integer representing the Unicode code point of the given Unicode "
+"character [code]char[/code].\n"
+"[codeblock]\n"
+"a = ord(\"A\") # a is 65\n"
+"a = ord(\"a\") # a is 97\n"
+"a = ord(\"€\") # a is 8364\n"
+"[/codeblock]\n"
+"This is the inverse of [method char]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's "
+"type is what you expect.)\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
+"all numerical values to [float] types.\n"
+"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
+"thus, you should not rely on keys being in a certain order if a dictionary "
+"is constructed from JSON. In contrast, JSON arrays retain the order of their "
+"elements:\n"
+"[codeblock]\n"
+"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
+"if typeof(p.result) == TYPE_ARRAY:\n"
+" print(p.result[0]) # Prints \"hello\"\n"
+"else:\n"
+" push_error(\"Unexpected results.\")\n"
+"[/codeblock]\n"
+"See also [JSON] for an alternative way to parse JSON text."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Converts a 2D point expressed in the polar coordinate system (a distance "
+"from the origin [code]r[/code] and an angle [code]th[/code]) to the "
+"cartesian coordinate system (X and Y axis)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
+"positive and negative.\n"
+"[codeblock]\n"
+"for i in range(-3, 4):\n"
+" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
+"[/codeblock]\n"
+"Produces:\n"
+"[codeblock]\n"
+"-3 0 0\n"
+"-2 -2 1\n"
+"-1 -1 2\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
+"code].\n"
+"[codeblock]\n"
+"pow(2, 5) # Returns 32.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a [Resource] from the filesystem located at [code]path[/code]. The "
+"resource is loaded during script parsing, i.e. is loaded with the script and "
+"[method preload] effectively acts as a reference to that resource. Note that "
+"the method requires a constant path. If you want to load a resource from a "
+"dynamic/variable path, use [method load].\n"
+"[b]Note:[/b] Resource paths can be obtained by right clicking on a resource "
+"in the Assets Panel and choosing \"Copy Path\" or by dragging the file from "
+"the FileSystem dock into the script.\n"
+"[codeblock]\n"
+"# Instance a scene.\n"
+"var diamond = preload(\"res://diamond.tscn\").instance()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts one or more arguments of any type to string in the best way "
+"possible and prints them to the console.\n"
+"[codeblock]\n"
+"a = [1, 2, 3]\n"
+"print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
+"print error and warning messages instead of [method print]. This "
+"distinguishes them from print messages used for debugging purposes, while "
+"also displaying a stack trace when an error or warning is printed."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Like [method print], but includes the current stack frame when running with "
+"the debugger turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to strings in the best way possible to standard "
+"error line.\n"
+"[codeblock]\n"
+"printerr(\"prints to stderr\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to strings in the best way possible to console. "
+"No newline is added at the end.\n"
+"[codeblock]\n"
+"printraw(\"A\")\n"
+"printraw(\"B\")\n"
+"# Prints AB\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Due to limitations with Godot's built-in console, this only "
+"prints to the terminal. If you need to print in the editor, use another "
+"method, such as [method print]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to the console with a space between each "
+"argument.\n"
+"[codeblock]\n"
+"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Prints one or more arguments to the console with a tab between each "
+"argument.\n"
+"[codeblock]\n"
+"printt(\"A\", \"B\", \"C\") # Prints A B C\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Pushes an error message to Godot's built-in debugger and to the OS "
+"terminal.\n"
+"[codeblock]\n"
+"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
+"as error call\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Errors printed this way will not pause project execution. To "
+"print an error message and pause project execution in debug builds, use "
+"[code]assert(false, \"test error\")[/code] instead."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Pushes a warning message to Godot's built-in debugger and to the OS "
+"terminal.\n"
+"[codeblock]\n"
+"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
+"terminal as warning call\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts an angle expressed in radians to degrees.\n"
+"[codeblock]\n"
+"rad2deg(0.523599) # Returns 30.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a random floating point value between [code]from[/code] and "
+"[code]to[/code] (both endpoints inclusive).\n"
+"[codeblock]\n"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Random from seed: pass a [code]seed[/code], and an array with both number "
+"and new seed is returned. \"Seed\" here refers to the internal state of the "
+"pseudo random number generator. The internal state of the current "
+"implementation is 64 bits."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a random floating point value on the interval [code][0, 1][/code].\n"
+"[codeblock]\n"
+"randf() # Returns e.g. 0.375671\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
+"value in the interval [code][0, N - 1][/code] (where N is smaller than "
+"2^32).\n"
+"[codeblock]\n"
+"randi() # Returns random integer between 0 and 2^32 - 1\n"
+"randi() % 20 # Returns random integer between 0 and 19\n"
+"randi() % 100 # Returns random integer between 0 and 99\n"
+"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Randomizes the seed (or the internal state) of the random number generator. "
+"Current implementation reseeds using a number based on time.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" randomize()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns an array with the given range. [method range] can be called in three "
+"ways:\n"
+"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
+"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
+"[b]exclusive[/b].\n"
+"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
+"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
+"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
+"respectively.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
+"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
+"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
+"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
+"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
+"[code]0[/code], an error message is printed.\n"
+"[method range] converts all arguments to [int] before processing.\n"
+"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
+"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Examples:\n"
+"[codeblock]\n"
+"print(range(4)) # Prints [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Prints [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
+"[/codeblock]\n"
+"To iterate over an [Array] backwards, use:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
+"rounded away from zero.\n"
+"[codeblock]\n"
+"a = round(2.49) # a is 2.0\n"
+"a = round(2.5) # a is 3.0\n"
+"a = round(2.51) # a is 3.0\n"
+"[/codeblock]\n"
+"See also [method floor], [method ceil], [method stepify], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Sets seed for the random number generator.\n"
+"[codeblock]\n"
+"my_seed = \"Godot Rocks\"\n"
+"seed(my_seed.hash())\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is "
+"0.\n"
+"[codeblock]\n"
+"sign(-6) # Returns -1\n"
+"sign(0) # Returns 0\n"
+"sign(6) # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the sine of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"sin(0.523599) # Returns 0.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the hyperbolic sine of [code]s[/code].\n"
+"[codeblock]\n"
+"a = log(2.0) # Returns 0.693147\n"
+"sinh(a) # Returns 0.75\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the result of smoothly interpolating the value of [code]s[/code] "
+"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
+"lies with respect to the edges [code]from[/code] and [code]to[/code].\n"
+"The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/"
+"code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/"
+"code] and [code]to[/code], the returned value follows an S-shaped curve that "
+"maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n"
+"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
+"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # Returns 0.0\n"
+"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
+"smoothstep(0, 2, 1.0) # Returns 0.5\n"
+"smoothstep(0, 2, 2.0) # Returns 1.0\n"
+"[/codeblock]\n"
+"Compared to [method ease] with a curve value of [code]-1.6521[/code], "
+"[method smoothstep] returns the smoothest possible curve with no sudden "
+"changes in the derivative. If you need to perform more advanced transitions, "
+"use [Tween] or [AnimationPlayer].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
+"-1.6521) return values[/url]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
+"negative number.\n"
+"[codeblock]\n"
+"sqrt(9) # Returns 3\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need "
+"negative inputs, use [code]System.Numerics.Complex[/code] in C#."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the position of the first non-zero digit, after the decimal point. "
+"Note that the maximum return value is 10, which is a design decision in the "
+"implementation.\n"
+"[codeblock]\n"
+"n = step_decimals(5) # n is 0\n"
+"n = step_decimals(1.0005) # n is 4\n"
+"n = step_decimals(0.000000005) # n is 9\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
+"be used to round a floating point number to an arbitrary number of "
+"decimals.\n"
+"[codeblock]\n"
+"stepify(100, 32) # Returns 96.0\n"
+"stepify(3.14159, 0.01) # Returns 3.14\n"
+"[/codeblock]\n"
+"See also [method ceil], [method floor], [method round], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts one or more arguments of any type to string in the best way "
+"possible.\n"
+"[codeblock]\n"
+"var a = [10, 20, 30]\n"
+"var b = str(a);\n"
+"len(a) # Returns 3\n"
+"len(b) # Returns 12\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a formatted string that was returned by [method var2str] to the "
+"original value.\n"
+"[codeblock]\n"
+"a = '{ \"a\": 1, \"b\": 2 }'\n"
+"b = str2var(a)\n"
+"print(b[\"a\"]) # Prints 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the tangent of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"tan(deg2rad(45)) # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the hyperbolic tangent of [code]s[/code].\n"
+"[codeblock]\n"
+"a = log(2.0) # a is 0.693147\n"
+"b = tanh(a) # b is 0.6\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a [Variant] [code]var[/code] to JSON text and return the result. "
+"Useful for serializing data to store or send over the network.\n"
+"[codeblock]\n"
+"# Both numbers below are integers.\n"
+"a = { \"a\": 1, \"b\": 2 }\n"
+"b = to_json(a)\n"
+"print(b) # {\"a\":1, \"b\":2}\n"
+"# Both numbers above are floats, even if they display without any decimal "
+"places.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON "
+"text will convert all numerical values to [float] types.\n"
+"See also [JSON] for an alternative way to convert a [Variant] to JSON text."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns whether the given class exists in [ClassDB].\n"
+"[codeblock]\n"
+"type_exists(\"Sprite\") # Returns true\n"
+"type_exists(\"Variant\") # Returns false\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns the internal type of the given Variant object, using the [enum "
+"Variant.Type] values.\n"
+"[codeblock]\n"
+"p = parse_json('[\"a\", \"b\", \"c\"]')\n"
+"if typeof(p) == TYPE_ARRAY:\n"
+" print(p[0]) # Prints a\n"
+"else:\n"
+" print(\"unexpected results\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Checks that [code]json[/code] is valid JSON data. Returns an empty string if "
+"valid, or an error message otherwise.\n"
+"[codeblock]\n"
+"j = to_json([1, 2, 3])\n"
+"v = validate_json(j)\n"
+"if not v:\n"
+" print(\"Valid JSON.\")\n"
+"else:\n"
+" push_error(\"Invalid JSON: \" + v)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Encodes a variable value to a byte array. When [code]full_objects[/code] is "
+"[code]true[/code] encoding objects is allowed (and can potentially include "
+"code)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Converts a Variant [code]var[/code] to a formatted string that can later be "
+"parsed using [method str2var].\n"
+"[codeblock]\n"
+"a = { \"a\": 1, \"b\": 2 }\n"
+"print(var2str(a))\n"
+"[/codeblock]\n"
+"prints\n"
+"[codeblock]\n"
+"{\n"
+"\"a\": 1,\n"
+"\"b\": 2\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Returns a weak reference to an object.\n"
+"A weak reference to an object is not enough to keep the object alive: when "
+"the only remaining references to a referent are weak references, garbage "
+"collection is free to destroy the referent and reuse its memory for "
+"something else. However, until the object is actually destroyed the weak "
+"reference may return the object even if there are no strong references to it."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Wraps float [code]value[/code] between [code]min[/code] and [code]max[/"
+"code].\n"
+"Usable for creating loop-alike behavior or infinite surfaces.\n"
+"[codeblock]\n"
+"# Infinite loop between 5.0 and 9.9\n"
+"value = wrapf(value + 0.1, 5.0, 10.0)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, -PI, PI)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
+"[method fposmod], so prefer using that instead.\n"
+"[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
+"by giving the user control over the minimum value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/"
+"code].\n"
+"Usable for creating loop-alike behavior or infinite surfaces.\n"
+"[codeblock]\n"
+"# Infinite loop between 5 and 9\n"
+"frame = wrapi(frame + 1, 5, 10)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# result is -2\n"
+"var result = wrapi(-6, -5, -1)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
+"[method posmod], so prefer using that instead.\n"
+"[code]wrapi[/code] is more flexible than using the [method posmod] approach "
+"by giving the user control over the minimum value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Stops the function execution and returns the current suspended state to the "
+"calling function.\n"
+"From the caller, call [method GDScriptFunctionState.resume] on the state to "
+"resume execution. This invalidates the state. Within the resumed function, "
+"[code]yield()[/code] returns whatever was passed to the [code]resume()[/"
+"code] function call.\n"
+"If passed an object and a signal, the execution is resumed when the object "
+"emits the given signal. In this case, [code]yield()[/code] returns the "
+"argument passed to [code]emit_signal()[/code] if the signal takes only one "
+"argument, or an array containing all the arguments passed to "
+"[code]emit_signal()[/code] if the signal takes multiple arguments.\n"
+"You can also use [code]yield[/code] to wait for a function to finish:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" yield(countdown(), \"completed\") # waiting for the countdown() function "
+"to complete\n"
+" print('Ready')\n"
+"\n"
+"func countdown():\n"
+" yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState "
+"object to _ready()\n"
+" print(3)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(2)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(1)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+"\n"
+"# prints:\n"
+"# 3\n"
+"# 2\n"
+"# 1\n"
+"# Ready\n"
+"[/codeblock]\n"
+"When yielding on a function, the [code]completed[/code] signal will be "
+"emitted automatically when the function returns. It can, therefore, be used "
+"as the [code]signal[/code] parameter of the [code]yield[/code] method to "
+"resume.\n"
+"In order to yield on a function, the resulting function should also return a "
+"[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "
+"\"idle_frame\")[/code] from the above example."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Constant that represents how many times the diameter of a circle fits around "
+"its perimeter. This is equivalent to [code]TAU / 2[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"The circle constant, the circumference of the unit circle in radians. This "
+"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"Positive floating-point infinity. This is the result of floating-point "
+"division when the divisor is [code]0.0[/code]. For negative infinity, use "
+"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
+"infinity if the numerator is positive, so dividing by [code]0.0[/code] is "
+"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/"
+"code] returning [code]true[/code]).\n"
+"[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, "
+"and has no equivalent for integers. Dividing an integer number by [code]0[/"
+"code] will not result in [constant INF] and will result in a run-time error "
+"instead."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml
+msgid ""
+"\"Not a Number\", an invalid floating-point value. [constant NAN] has "
+"special properties, including that it is not equal to itself ([code]NAN == "
+"NAN[/code] returns [code]false[/code]). It is output by some invalid "
+"operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/"
+"code].\n"
+"[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, "
+"and has no equivalent for integers. Dividing an integer [code]0[/code] by "
+"[code]0[/code] will not result in [constant NAN] and will result in a run-"
+"time error instead."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Global scope constants and variables."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Global scope constants and variables. This is all that resides in the "
+"globals, constants regarding error codes, scancodes, property hints, etc.\n"
+"Singletons are also documented here, since they can be accessed from "
+"anywhere."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ARVRServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [AudioServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [CameraServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ClassDB] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Engine] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Geometry] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [IP] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Input] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [InputMap] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [JSON] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The [JavaClassWrapper] singleton.\n"
+"[b]Note:[/b] Only implemented on Android."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The [JavaScript] singleton.\n"
+"[b]Note:[/b] Only implemented on HTML5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Marshalls] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Navigation2DServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [NavigationMeshGenerator] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [NavigationServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [OS] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Performance] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Physics2DServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [PhysicsServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ProjectSettings] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ResourceLoader] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [ResourceSaver] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [Time] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [TranslationServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [VisualScriptEditor] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The [VisualServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Bottom margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Top-left corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Top-right corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bottom-right corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bottom-left corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"General vertical alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"General horizontal alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Horizontal left alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Horizontal center alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Horizontal right alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Vertical top alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Vertical center alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Vertical bottom alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Scancodes with this bit applied are non-printable."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Escape key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Tab key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Shift+Tab key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Backspace key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Return key (on the main keyboard)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Enter key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Insert key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Delete key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Pause key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Print Screen key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "System Request key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Clear key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Home key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "End key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Up arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Down arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Page Up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Page Down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Shift key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Control key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Meta key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Alt key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Caps Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Num Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Scroll Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F1 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F2 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F3 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F4 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F5 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F6 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F7 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F8 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F9 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F10 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F11 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F12 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F13 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F14 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F15 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F16 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Multiply (*) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Divide (/) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Subtract (-) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Period (.) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Add (+) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 0 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 1 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 2 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 3 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 4 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 5 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 6 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 7 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 8 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 9 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left Super key (Windows key)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right Super key (Windows key)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Context menu key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left Hyper key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right Hyper key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Help key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left Direction key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right Direction key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Media back key. Not to be confused with the Back button on an Android device."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media forward key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media stop key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media refresh key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Volume down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mute volume key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Volume up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bass Boost key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bass up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bass down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Treble up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Treble down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media play key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Previous song key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Next song key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Media record key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Home page key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Favorites key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Search key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Standby key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Open URL / Launch Browser key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Mail key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Media key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 0 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 1 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 2 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 3 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 4 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 5 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 6 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 7 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 8 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut 9 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut A key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut B key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut C key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut D key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut E key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Launch Shortcut F key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unknown key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Space key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "! key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "\" key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "# key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "$ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "% key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "& key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "' key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "( key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ") key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "* key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "+ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ", key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "- key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ". key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "/ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 0."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 1."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 2."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 3."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 6."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 7."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Number 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ": key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "; key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "< key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "= key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "> key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "? key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "@ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "A key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "B key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "C key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "D key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "E key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "F key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "G key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "H key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "I key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "J key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "K key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "L key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "M key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "N key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "O key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "P key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Q key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "R key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "S key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "T key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "U key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "V key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "W key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "X key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Y key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Z key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "[ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "\\ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "] key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "^ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "_ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "` key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "{ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "| key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "} key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "~ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Non-breakable space key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¡ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¢ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "£ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¤ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¥ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¦ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "§ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¨ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "© key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "ª key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "« key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¬ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Soft hyphen key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "® key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¯ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "° key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "± key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "² key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "³ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "´ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "µ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¶ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "· key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¸ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¹ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "º key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "» key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¼ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "½ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¾ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "¿ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "À key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Á key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Â key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ã key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ä key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Å key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Æ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ç key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "È key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "É key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ê key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ë key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ì key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Í key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Î key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ï key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ð key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ñ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ò key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ó key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ô key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Õ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ö key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "× key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ø key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ù key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ú key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Û key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ü key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ý key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Þ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "ß key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "÷ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "ÿ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Key Code mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Modifier key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Shift key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Alt key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Meta key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Ctrl key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. "
+"On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This "
+"mask should be preferred to [constant KEY_MASK_META] or [constant "
+"KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Keypad key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Group Switch key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Middle mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 1 (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 2 (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel up."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel down."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel left button (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Mouse wheel right button (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Middle mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 1 mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Extra mouse button 2 mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid button or axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 0."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 1."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 2."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 3."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 6."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 7."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 10."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 11."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 12."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 13."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 14."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 15."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 16."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 17."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 18."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 19."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 20."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 21."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button 22."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The maximum number of game controller buttons supported by the engine. The "
+"actual limit may be lower on specific platforms:\n"
+"- Android: Up to 36 buttons.\n"
+"- Linux: Up to 80 buttons.\n"
+"- Windows and macOS: Up to 128 buttons."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock circle button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock square button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "DualShock triangle button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller B button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller A button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Xbox controller Y button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller A button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller B button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Nintendo controller Y button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Grip (side) buttons on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Push down on the touchpad or main joystick on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Trigger on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"A button on the right Oculus Touch controller, X button on the left "
+"controller (also when used in OpenVR)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"B button on the right Oculus Touch controller, Y button on the left "
+"controller (also when used in OpenVR)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Menu button on either Oculus Touch controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button Select."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad button Start."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad up."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad down."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad left."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad DPad right."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL guide button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL miscellaneous button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 1 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 2 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 3 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL paddle 4 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad SDL touchpad button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left Shoulder button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left stick click."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right Shoulder button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right stick click."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left stick horizontal axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left stick vertical axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right stick horizontal axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right stick vertical axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left trigger analog axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right trigger analog axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic gamepad axis 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Represents the maximum number of joystick axes supported."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad left analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Gamepad right analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "VR Controller analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "VR Controller analog grip (side buttons)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR "
+"controllers)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR "
+"controllers)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
+"information of how to use MIDI inputs."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI note ON message. See the documentation of [InputEventMIDI] for "
+"information of how to use MIDI inputs."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI aftertouch message. This message is most often sent by pressing down on "
+"the key after it \"bottoms out\"."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI control change message. This message is sent when a controller value "
+"changes. Controllers include devices such as pedals and levers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI program change message. This message sent when the program patch number "
+"changes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI channel pressure message. This message is most often sent by pressing "
+"down on the key after it \"bottoms out\". This message is different from "
+"polyphonic after-touch as it indicates the highest pressure across all keys."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI pitch bend message. This message is sent to indicate a change in the "
+"pitch bender (wheel or lever, typically)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI system exclusive message. This has behavior exclusive to the device "
+"you're receiving input from. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI quarter frame message. Contains timing information that is used to "
+"synchronize MIDI devices. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI song position pointer message. Gives the number of 16th notes since the "
+"start of the song. Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI song select message. Specifies which sequence or song is to be played. "
+"Getting this data is not implemented in Godot."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI tune request message. Upon receiving a tune request, all analog "
+"synthesizers should tune their oscillators."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI timing clock message. Sent 24 times per quarter note when "
+"synchronization is required."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI start message. Start the current sequence playing. This message will be "
+"followed with Timing Clocks."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "MIDI continue message. Continue at the point the sequence was stopped."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "MIDI stop message. Stop the current sequence."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI active sensing message. This message is intended to be sent repeatedly "
+"to tell the receiver that a connection is alive."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"MIDI system reset message. Reset all receivers in the system to power-up "
+"status. It should not be sent on power-up itself."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Methods that return [enum Error] return [constant OK] when no error "
+"occurred. Note that many functions don't return an error code but will print "
+"error messages to standard output.\n"
+"Since [constant OK] has value 0, and all other failure codes are positive "
+"integers, it can also be used in boolean checks, e.g.:\n"
+"[codeblock]\n"
+"var err = method_that_returns_error()\n"
+"if err != OK:\n"
+" print(\"Failure!\")\n"
+"# Or, equivalent:\n"
+"if err:\n"
+" print(\"Still failing!\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Generic error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unavailable error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unconfigured error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unauthorized error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Parameter range error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Out of memory (OOM) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Not found error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Bad drive error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Bad path error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: No permission error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Already in use error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Can't open error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Can't write error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Can't read error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Unrecognized error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Corrupt error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: Missing dependencies error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "File: End of file (EOF) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't open error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't create error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Query failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Already in use error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Locked error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Timeout error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't connect error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't resolve error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Connection error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't acquire resource error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Can't fork process error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid data error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid parameter error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Already exists error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Does not exist error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Database: Read error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Database: Write error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Compilation failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Method not found error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Linking failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Script failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Cycling link (import cycle) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Invalid declaration error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Duplicate symbol error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Parse error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Busy error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Skip error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Help error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bug error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Printer on fire error. (This is an easter egg, no engine methods return this "
+"error code.)"
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "No hint for the edited property."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer or float property should be within a range specified "
+"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
+"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
+"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
+"above the max or below the min values. Example: [code]\"-360,360,1,"
+"or_greater,or_lesser\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a float property should be within an exponential range specified "
+"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
+"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
+"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
+"above the max or below the min values. Example: [code]\"0.01,100,0.01,"
+"or_greater\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer, float or string property is an enumerated value to "
+"pick in a list specified via a hint string.\n"
+"The hint string is a comma separated list of names such as [code]\"Hello,"
+"Something,Else\"[/code]. For integer and float properties, the first name in "
+"the list has value 0, the next 1, and so on. Explicit values can also be "
+"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
+"One,Three:3,Four,Six:6\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property can be an enumerated value to pick in a list "
+"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
+"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
+"arbitrary values and can be empty. The list of values serves to suggest "
+"possible values."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a float property should be edited via an exponential easing "
+"function. The hint string can include [code]\"attenuation\"[/code] to flip "
+"the curve horizontally and/or [code]\"inout\"[/code] to also include in/out "
+"easing."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Deprecated hint, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask with named bit flags. For "
+"example, to allow toggling bits 0, 1, 2 and 4, the hint could be something "
+"like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"render layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"physics layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"render layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"physics layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is a path to a file. Editing it will show a "
+"file dialog for picking the path. The hint string can be a set of filters "
+"with wildcards like [code]\"*.png,*.jpg\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is a path to a directory. Editing it will show "
+"a file dialog for picking the path."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is an absolute path to a file outside the "
+"project folder. Editing it will show a file dialog for picking the path. The "
+"hint string can be a set of filters with wildcards like [code]\"*.png,*."
+"jpg\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is an absolute path to a directory outside the "
+"project folder. Editing it will show a file dialog for picking the path."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a property is an instance of a [Resource]-derived type, "
+"optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). "
+"Editing it will show a popup menu of valid resource types to instantiate."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property is text with line breaks. Editing it will show "
+"a text input field where line breaks can be typed."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a string property should have a placeholder text visible on its "
+"input field, whenever the property is empty. The hint string is the "
+"placeholder text to use."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hints that a color property should be edited without changing its alpha "
+"component, i.e. only R, G and B channels are edited."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Hints that an image is compressed using lossy compression."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Hints that an image is compressed using lossless compression."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is serialized and saved in the scene file (default)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is shown in the editor inspector (default)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Deprecated usage flag, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property can be checked in the editor inspector."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is checked in the editor inspector."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property is a translatable string."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Used to group properties together in the editor. See [EditorInspector]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Used to categorize properties together in the editor."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "The property does not save its state in [PackedScene]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Editing the property prompts the user for restarting the editor."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"The property is a script variable which should be serialized and saved in "
+"the scene file."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Default usage (storage, editor and network)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Default usage for translatable strings (storage, editor, network and "
+"internationalized)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid ""
+"Default usage but without showing the property in the editor (storage, "
+"network)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for a normal method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for an editor method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Deprecated method flag, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for a constant method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Flag for a virtual method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Default method flags."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [bool]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [int]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [float] (real)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [String]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Vector2]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Rect2]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Vector3]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Transform2D]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Plane]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Quat]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [AABB]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Basis]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Transform]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Color]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [NodePath]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [RID]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Object]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Dictionary]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Variable is of type [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Represents the size of the [enum Variant.Type] enum."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Equality operator ([code]==[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Inequality operator ([code]!=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Less than operator ([code]<[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Less than or equal operator ([code]<=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Greater than operator ([code]>[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Greater than or equal operator ([code]>=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Addition operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Subtraction operator ([code]-[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Multiplication operator ([code]*[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Division operator ([code]/[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unary negation operator ([code]-[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Unary plus operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Remainder/modulo operator ([code]%[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "String concatenation operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Left shift operator ([code]<<[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Right shift operator ([code]>>[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise AND operator ([code]&[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise OR operator ([code]|[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise XOR operator ([code]^[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Bitwise NOT operator ([code]~[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical XOR operator (not implemented in GDScript)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Logical IN operator ([code]in[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
+msgid "Represents the size of the [enum Variant.Operator] enum."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Axis-Aligned Bounding Box."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"[AABB] consists of a position, a size, and several utility functions. It is "
+"typically used for fast overlap tests.\n"
+"It uses floating-point coordinates. The 2D counterpart to [AABB] is "
+"[Rect2].\n"
+"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
+"integer coordinates."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Math tutorial index"
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
+#: doc/classes/Vector3.xml
+msgid "Vector math"
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
+#: doc/classes/Vector3.xml
+msgid "Advanced vector math"
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Constructs an [AABB] from a position and size."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns an AABB with equivalent position and size, modified so that the most-"
+"negative corner is the origin and the size is positive."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns [code]true[/code] if this [AABB] completely encloses another one."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns a copy of this [AABB] expanded to include a given point.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"# position (-3, 2, 0), size (1, 1, 1)\n"
+"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
+"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
+"Vector3(0, -1, 2)\n"
+"var box2 = box.expand(Vector3(0, -1, 2))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the volume of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the center of the [AABB], which is equal to [member position] + "
+"([member size] / 2)."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Gets the position of the 8 endpoints of the [AABB] in space."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the normalized longest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the index of the longest axis of the [AABB] (according to "
+"[Vector3]'s [code]AXIS_*[/code] constants)."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the scalar length of the longest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the normalized shortest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the index of the shortest axis of the [AABB] (according to "
+"[Vector3]::AXIS* enum)."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns the scalar length of the shortest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the support point in a given direction. This is useful for collision "
+"detection algorithms."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns a copy of the [AABB] grown a given amount of units towards all the "
+"sides."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] is flat or empty."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] is empty."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] contains a point."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is "
+"returned on failure."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns [code]true[/code] if the [AABB] intersects the line segment between "
+"[code]from[/code] and [code]to[/code]."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are "
+"approximately equal, by calling [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/AABB.xml
+msgid ""
+"Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml
+msgid ""
+"Ending corner. This is calculated as [code]position + size[/code]. Setting "
+"this value will change the size."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml
+msgid "Beginning corner. Typically has values lower than [member end]."
+msgstr ""
+
+#: doc/classes/AABB.xml doc/classes/Rect2.xml
+msgid ""
+"Size from [member position] to [member end]. Typically, all components are "
+"positive.\n"
+"If the size is negative, you can use [method abs] to fix it."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Base dialog for user notification."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"This dialog is useful for small notifications to the user about an event. It "
+"can only be accepted or closed, with the same result."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Adds a button with label [code]text[/code] and a custom [code]action[/code] "
+"to the dialog and returns the created button. [code]action[/code] will be "
+"passed to the [signal custom_action] signal when pressed.\n"
+"If [code]true[/code], [code]right[/code] will place the button to the right "
+"of any sibling buttons.\n"
+"You can use [method remove_button] method to remove a button created with "
+"this method from the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Adds a button with label [code]name[/code] and a cancel action to the dialog "
+"and returns the created button.\n"
+"You can use [method remove_button] method to remove a button created with "
+"this method from the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Returns the label used for built-in text.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Returns the OK [Button] instance.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
+"dialog will be accepted."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"Removes the [code]button[/code] from the dialog. Does NOT free the "
+"[code]button[/code]. The [code]button[/code] must be a [Button] added with "
+"[method add_button] or [method add_cancel] method. After removal, pressing "
+"the [code]button[/code] will no longer emit this dialog's [signal "
+"custom_action] signal or cancel this dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Sets autowrapping for the text in the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid ""
+"If [code]true[/code], the dialog is hidden when the OK button is pressed. "
+"You can set it to [code]false[/code] if you want to do e.g. input validation "
+"when receiving the [signal confirmed] signal, and handle hiding the dialog "
+"in your own logic.\n"
+"[b]Note:[/b] Some nodes derived from this class can have a different default "
+"value, and potentially their own built-in logic overriding this setting. For "
+"example [FileDialog] defaults to [code]false[/code], and has its own input "
+"validation code that is called when you press OK, which eventually hides the "
+"dialog if the input is valid. As such, this property can't be used in "
+"[FileDialog] to disable hiding the dialog when pressing OK."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "The text displayed by the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml
+msgid "Emitted when a custom button is pressed. See [method add_button]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "Interface to low level AES encryption features."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"This class provides access to AES encryption/decryption of raw data. Both "
+"AES-ECB and AES-CBC mode are supported.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var aes = AESContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
+" var data = \"My secret text!!\" # Data size must be multiple of 16 "
+"bytes, apply padding if needed.\n"
+" # Encrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
+" var encrypted = aes.update(data.to_utf8())\n"
+" aes.finish()\n"
+" # Decrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
+" var decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check ECB\n"
+" assert(decrypted == data.to_utf8())\n"
+"\n"
+" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
+" # Encrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
+" encrypted = aes.update(data.to_utf8())\n"
+" aes.finish()\n"
+" # Decrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
+" decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check CBC\n"
+" assert(decrypted == data.to_utf8())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "Close this AES context so it can be started again. See [method start]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"Get the current IV state for this context (IV gets updated when calling "
+"[method update]). You normally don't need this function.\n"
+"[b]Note:[/b] This function only makes sense when the context is started with "
+"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"Start the AES context in the given [code]mode[/code]. A [code]key[/code] of "
+"either 16 or 32 bytes must always be provided, while an [code]iv[/code] "
+"(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/"
+"code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid ""
+"Run the desired operation for this AES context. Will return a "
+"[PoolByteArray] containing the result of encrypting (or decrypting) the "
+"given [code]src[/code]. See [method start] for mode of operation.\n"
+"[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply "
+"some padding if needed."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES electronic codebook encryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES electronic codebook decryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES cipher blocker chaining encryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "AES cipher blocker chaining decryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml
+msgid "Maximum value for the mode enum."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
+"textures as animation frames. Animations are created using a [SpriteFrames] "
+"resource, which allows you to import image files (or a folder containing "
+"said files) to provide the animation frames for the sprite. The "
+"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
+"bottom panel.\n"
+"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
+"additional [SpriteFrames] resources with a [code]_normal[/code] or "
+"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
+"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
+"code] will make it so the [code]run[/code] animation uses normal and "
+"specular maps."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
+msgid "2D Sprite animation"
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
+#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
+#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
+#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "2D Dodge The Creeps Demo"
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
+"provided, the current animation is played. If [code]backwards[/code] is "
+"[code]true[/code], the animation will be played in reverse."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "Stops the current animation (does not reset the frame counter)."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The current animation from the [member frames] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
+msgid "If [code]true[/code], texture will be centered."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
+#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
+#: doc/classes/TextureRect.xml
+msgid "If [code]true[/code], texture is flipped horizontally."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
+#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
+#: doc/classes/TextureRect.xml
+msgid "If [code]true[/code], texture is flipped vertically."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "The displayed animation frame's index."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid ""
+"The [SpriteFrames] resource containing the animation(s). Allows you the "
+"option to load, edit, clear, make unique and save the states of the "
+"[SpriteFrames] resource."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
+#: doc/classes/SpriteBase3D.xml
+msgid "The texture's drawing offset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "If [code]true[/code], the [member animation] is currently playing."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml
+msgid "The animation speed is multiplied by this value."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid ""
+"Emitted when the animation is finished (when it plays the last frame). If "
+"the animation is looping, this signal is emitted every time the last frame "
+"is drawn."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
+msgid "Emitted when [member frame] changed."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"2D sprite node in 3D world, that can use multiple 2D textures for animation."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"Animations are created using a [SpriteFrames] resource, which can be "
+"configured in the editor via the SpriteFrames panel."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "2D Sprite animation (also applies to 3D)"
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "Returns [code]true[/code] if an animation is currently being played."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
+"provided, the current animation is played."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Proxy texture for simple frame-based animations."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"[AnimatedTexture] is a resource format for frame-based animations, where "
+"multiple textures can be chained automatically with a predefined delay for "
+"each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], "
+"but has the advantage of being usable anywhere a [Texture] resource can be "
+"used, e.g. in a [TileSet].\n"
+"The playback of the animation is controlled by the [member fps] property as "
+"well as each frame's optional delay (see [method set_frame_delay]). The "
+"animation loops, i.e. it will restart at frame 0 automatically after playing "
+"the last frame.\n"
+"[AnimatedTexture] currently requires all frame textures to have the same "
+"size, otherwise the bigger ones will be cropped to match the smallest one.\n"
+"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
+"frame needs to be a separate [Texture]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Returns the given frame's delay value."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Returns the given frame's [Texture]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Sets an additional delay (in seconds) between this frame and the next one, "
+"that will be added to the time interval defined by [member fps]. By default, "
+"frames have no delay defined. If a delay value is defined, the final time "
+"interval between this frame and the next will be [code]1.0 / fps + delay[/"
+"code].\n"
+"For example, for an animation with 3 frames, 2 FPS and a frame delay on the "
+"second frame of 1.2, the resulting playback will be:\n"
+"[codeblock]\n"
+"Frame 0: 0.5 s (1 / fps)\n"
+"Frame 1: 1.7 s (1 / fps + 1.2)\n"
+"Frame 2: 0.5 s (1 / fps)\n"
+"Total duration: 2.7 s\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first "
+"frame has ID 0, and the last frame of the animation has ID [member frames] - "
+"1.\n"
+"You can define any number of textures up to [constant MAX_FRAMES], but keep "
+"in mind that only frames from 0 to [member frames] - 1 will be part of the "
+"animation."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid "Sets the currently visible frame of the texture."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Animation speed in frames per second. This value defines the default time "
+"interval between two frames of the animation, and thus the overall duration "
+"of the animation loop based on the [member frames] property. A value of 0 "
+"means no predefined number of frames per second, the animation will play "
+"according to each frame's frame delay (see [method set_frame_delay]).\n"
+"For example, an animation with 8 frames, no frame delay and a [code]fps[/"
+"code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"Number of frames to use in the animation. While you can create the frames "
+"independently with [method set_frame_texture], you need to set this value "
+"for the animation to take new frames into account. The maximum number of "
+"frames is [constant MAX_FRAMES]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"If [code]true[/code], the animation will only play once and will not loop "
+"back to the first frame after reaching the end. Note that reaching the end "
+"will not set [member pause] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"If [code]true[/code], the animation will pause where it currently is (i.e. "
+"at [member current_frame]). The animation will continue from where it was "
+"paused when changing this property to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml
+msgid ""
+"The maximum number of frames supported by [AnimatedTexture]. If you need "
+"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Contains data used to animate everything in the engine."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"An Animation resource contains data used to animate everything in the "
+"engine. Animations are divided into tracks, and each track must be linked to "
+"a node. The state of that node can be changed through time, by adding timed "
+"keys (events) to the track.\n"
+"[codeblock]\n"
+"# This creates an animation that makes the node \"Enemy\" move to the right "
+"by\n"
+"# 100 pixels in 0.5 seconds.\n"
+"var animation = Animation.new()\n"
+"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
+"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
+"animation.track_insert_key(track_index, 0.0, 0)\n"
+"animation.track_insert_key(track_index, 0.5, 100)\n"
+"[/codeblock]\n"
+"Animations are just data containers, and must be added to nodes such as an "
+"[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation "
+"tracks have different types, each with its own set of dedicated methods. "
+"Check [enum TrackType] to see available types."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Adds a track to the Animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the animation name at the key identified by [code]key_idx[/code]. "
+"The [code]track_idx[/code] must be the index of an Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Inserts a key with value [code]animation[/code] at the given [code]time[/"
+"code] (in seconds). The [code]track_idx[/code] must be the index of an "
+"Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the key identified by [code]key_idx[/code] to value [code]animation[/"
+"code]. The [code]track_idx[/code] must be the index of an Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the end offset of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"End offset is the number of seconds cut off at the ending of the audio "
+"stream."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the start offset of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"Start offset is the number of seconds cut off at the beginning of the audio "
+"stream."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the audio stream of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Inserts an Audio Track key at the given [code]time[/code] in seconds. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"[code]stream[/code] is the [AudioStream] resource to play. "
+"[code]start_offset[/code] is the number of seconds cut off at the beginning "
+"of the audio stream, while [code]end_offset[/code] is at the ending."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the end offset of the key identified by [code]key_idx[/code] to value "
+"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the start offset of the key identified by [code]key_idx[/code] to value "
+"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the stream of the key identified by [code]key_idx[/code] to value "
+"[code]stream[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the in handle of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the out handle of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the value of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Inserts a Bezier Track key at the given [code]time[/code] in seconds. The "
+"[code]track_idx[/code] must be the index of a Bezier Track.\n"
+"[code]in_handle[/code] is the left-side weight of the added Bezier curve "
+"point, [code]out_handle[/code] is the right-side one, while [code]value[/"
+"code] is the actual value at this point."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the interpolated value at the given [code]time[/code] (in seconds). "
+"The [code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the in handle of the key identified by [code]key_idx[/code] to value "
+"[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a "
+"Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the out handle of the key identified by [code]key_idx[/code] to value "
+"[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a "
+"Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the value of the key identified by [code]key_idx[/code] to the given "
+"value. The [code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Clear the animation (clear all tracks and reset all)."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Adds a new track that is a copy of the given track from [code]to_animation[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the index of the specified track. If the track is not found, return "
+"-1."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the amount of tracks in the animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns all the key indices of a method track, given a position and delta "
+"time."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the method name of a method track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the arguments values to be called on a method track for a given key "
+"in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Removes a track by specifying the track index."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Finds the key index by time in a given track. Optionally, only find it if "
+"the exact time is given."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns [code]true[/code] if the track at [code]idx[/code] wraps the "
+"interpolation loop. New tracks wrap the interpolation loop by default."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the interpolation type of a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the amount of keys in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the time at which the key is located."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the transition curve (easing) for a specific key (see the built-in "
+"math function [method @GDScript.ease])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the value of a given key in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Gets the path of a track. For more information on the path format, see "
+"[method track_set_path]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Gets the type of a track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Insert a generic key in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns [code]true[/code] if the track at index [code]idx[/code] is enabled."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns [code]true[/code] if the given track is imported. Else, return "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Moves a track down."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Changes the index position of track [code]idx[/code] to the one defined in "
+"[code]to_idx[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Moves a track up."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Removes a key by index in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Removes a key by position (seconds) in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Enables/disables the given track. Tracks are enabled by default."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the given track as imported or not."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"If [code]true[/code], the track at [code]idx[/code] wraps the interpolation "
+"loop."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the interpolation type of a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the time of an existing key."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the transition curve (easing) for a specific key (see the built-in math "
+"function [method @GDScript.ease])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the value of an existing key."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
+"must be specified starting from the parent node of the node that will "
+"reproduce the animation. Tracks that control properties or bones must append "
+"their name after the path, separated by [code]\":\"[/code].\n"
+"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
+"mesh:transform/local\"[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Swaps the track [code]idx[/code]'s index position with the track "
+"[code]with_idx[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Insert a transform key for a transform track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the interpolated value of a transform track at a given time (in "
+"seconds). An array consisting of 3 elements: position ([Vector3]), rotation "
+"([Quat]) and scale ([Vector3])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns all the key indices of a value track, given a position and delta "
+"time."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Returns the update mode of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Returns the interpolated value at the given time (in seconds). The "
+"[code]track_idx[/code] must be the index of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"The total length of the animation (in seconds).\n"
+"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
+"before or after the end to ensure correct interpolation and looping."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"A flag indicating that the animation must loop. This is used for correct "
+"interpolation of animation cycles, and for hinting the player that it must "
+"restart the animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "The animation step value."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Emitted when there's a change in the list of tracks, e.g. tracks are added, "
+"moved or have changed paths."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Value tracks set values in node properties, but only those which can be "
+"Interpolated."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Transform tracks are used to change node local transforms or skeleton pose "
+"bones. Transitions are interpolated."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Method tracks call functions with given arguments per key."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Bezier tracks are used to interpolate a value using custom curves. They can "
+"also be used to animate sub-properties of vectors and colors (e.g. alpha "
+"value of a [Color])."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Audio tracks are used to play an audio stream with either type of "
+"[AudioStreamPlayer]. The stream can be trimmed and previewed in the "
+"animation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "No interpolation (nearest value)."
+msgstr ""
+
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
+msgid "Linear interpolation."
+msgstr ""
+
+#: doc/classes/Animation.xml doc/classes/Gradient.xml
+msgid "Cubic interpolation."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Update between keyframes."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Update at the keyframes and hold the value."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid "Update at the keyframes."
+msgstr ""
+
+#: doc/classes/Animation.xml
+msgid ""
+"Same as linear interpolation, but also interpolates from the current value "
+"(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Base resource for [AnimationTree] nodes."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Base resource for [AnimationTree] nodes. In general, it's not used directly, "
+"but you can create custom ones with custom blending formulas.\n"
+"Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], "
+"otherwise [AnimationRootNode] should be used instead."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Adds an input to the node. This is only useful for nodes created for use in "
+"an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Blend an animation by [code]blend[/code] amount (name must be valid in the "
+"linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be "
+"passed, as well as whether [code]seek[/code] happened."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Blend an input. This is only useful for nodes created for an "
+"[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative "
+"delta, unless [code]seek[/code] is [code]true[/code], in which case it is "
+"absolute. A filter mode may be optionally passed (see [enum FilterAction] "
+"for options)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Blend another animation node (in case this node contains children animation "
+"nodes). This function is only useful if you inherit from [AnimationRootNode] "
+"instead, else editors will not display your node for addition."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Amount of inputs in this node, only useful for nodes that go into "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Gets the name of an input by index."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Gets the value of a parameter. Parameters are custom local memory used for "
+"your nodes, given a resource can be reused in multiple trees."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
+"memory used for your nodes, given a resource can be reused in multiple "
+"trees. Format is similar to [method Object.get_property_list]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Returns whether the given path is filtered."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
+"Here, call the [method blend_input], [method blend_node] or [method "
+"blend_animation] functions. You can also use [method get_parameter] and "
+"[method set_parameter] to modify local memory.\n"
+"This function should return the time left for the current animation to "
+"finish (if unsure, pass the value from the main blend being called)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Removes an input, call this only when inactive."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Adds or removes a path for the filter."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Sets a custom parameter. These are used as local memory, because resources "
+"can be reused across the tree or scenes."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "If [code]true[/code], filtering is enabled."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Emitted when the node was removed from the graph."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid ""
+"Emitted by nodes that inherit from this class and that have an internal tree "
+"when one of their nodes changes. The nodes that emit this signal are "
+"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Do not use filtering."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Paths matching the filter will be allowed to pass."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Paths matching the filter will be discarded."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml
+msgid "Paths matching the filter will be blended (by the blend value)."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml
+msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"additively based on an amount value in the [code][0.0, 1.0][/code] range."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml
+#: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml
+msgid ""
+"If [code]true[/code], sets the [code]optimization[/code] to [code]false[/"
+"code] when calling [method AnimationNode.blend_input], forcing the blended "
+"animations to update every frame."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml
+msgid ""
+"Blends two of three animations additively inside of an "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"together additively out of three based on a value in the [code][-1.0, 1.0][/"
+"code] range.\n"
+"This node has three inputs:\n"
+"- The base animation to add to\n"
+"- A -add animation to blend with when the blend amount is in the [code]"
+"[-1.0, 0.0][/code] range.\n"
+"- A +add animation to blend with when the blend amount is in the [code][0.0, "
+"1.0][/code] range"
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
+#: doc/classes/AnimationNodeBlend2.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
+#: doc/classes/AnimationNodeTimeScale.xml
+#: doc/classes/AnimationNodeTransition.xml
+msgid "AnimationTree"
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
+#: doc/classes/AnimationNodeBlend2.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
+#: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml
+#: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml
+#: doc/classes/Camera.xml doc/classes/CollisionShape.xml
+#: doc/classes/CylinderShape.xml doc/classes/Environment.xml
+#: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml
+#: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml
+#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml
+#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
+#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
+msgid "Third Person Shooter Demo"
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml
+msgid "Input animation to use in an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Only features one output "
+"set using the [member animation] property. Use it as an input for "
+"[AnimationNode] that blend animations together."
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml
+#: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml
+#: doc/classes/AnimationNodeTransition.xml doc/classes/Area.xml
+#: doc/classes/Basis.xml doc/classes/BoxShape.xml
+#: doc/classes/CollisionShape.xml modules/gridmap/doc_classes/GridMap.xml
+#: doc/classes/KinematicBody.xml doc/classes/Mesh.xml
+#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
+#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
+msgid "3D Platformer Demo"
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml
+msgid ""
+"Animation to use as an output. It is one of the animations provided by "
+"[member AnimationTree.anim_player]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend2.xml
+msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend2.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"linearly based on an amount value in the [code][0.0, 1.0][/code] range."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend3.xml
+msgid ""
+"Blends two of three animations linearly inside of an "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend3.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"together linearly out of three based on a value in the [code][-1.0, 1.0][/"
+"code] range.\n"
+"This node has three inputs:\n"
+"- The base animation\n"
+"- A -blend animation to blend with when the blend amount is in the [code]"
+"[-1.0, 0.0][/code] range.\n"
+"- A +blend animation to blend with when the blend amount is in the [code]"
+"[0.0, 1.0][/code] range"
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"Blends linearly between two of any number of [AnimationNode] of any type "
+"placed on a virtual axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree].\n"
+"This is a virtual axis on which you can add any type of [AnimationNode] "
+"using [method add_blend_point].\n"
+"Outputs the linear blend of the two [AnimationNode]s closest to the node's "
+"current value.\n"
+"You can set the extents of the axis using the [member min_space] and [member "
+"max_space]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"Adds a new point that represents a [code]node[/code] on the virtual axis at "
+"a given position set by [code]pos[/code]. You can insert it at a specific "
+"index using the [code]at_index[/code] argument. If you use the default value "
+"for [code]at_index[/code], the point is inserted at the end of the blend "
+"points array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Returns the number of points on the blend axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"Returns the [AnimationNode] referenced by the point at index [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Returns the position of the point at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Removes the point at index [code]point[/code] from the blend axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Changes the [AnimationNode] referenced by the point at index [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Updates the position of the point at index [code]point[/code] on the blend "
+"axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"The blend space's axis's upper limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid ""
+"The blend space's axis's lower limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Position increment to snap to when moving a point on the axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml
+msgid "Label of the virtual axis of the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Blends linearly between three [AnimationNode] of any type placed in a 2D "
+"space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree].\n"
+"This node allows you to blend linearly between three animations using a "
+"[Vector2] weight.\n"
+"You can add vertices to the blend space with [method add_blend_point] and "
+"automatically triangulate it by setting [member auto_triangles] to "
+"[code]true[/code]. Otherwise, use [method add_triangle] and [method "
+"remove_triangle] to create up the blend space by hand."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Adds a new point that represents a [code]node[/code] at the position set by "
+"[code]pos[/code]. You can insert it at a specific index using the "
+"[code]at_index[/code] argument. If you use the default value for "
+"[code]at_index[/code], the point is inserted at the end of the blend points "
+"array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Creates a new triangle using three points [code]x[/code], [code]y[/code], "
+"and [code]z[/code]. Triangles can overlap. You can insert the triangle at a "
+"specific index using the [code]at_index[/code] argument. If you use the "
+"default value for [code]at_index[/code], the point is inserted at the end of "
+"the blend points array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Returns the number of points in the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Returns the [AnimationRootNode] referenced by the point at index "
+"[code]point[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Returns the number of triangles in the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Returns the position of the point at index [code]point[/code] in the "
+"triangle of index [code]triangle[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Removes the point at index [code]point[/code] from the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Removes the triangle at index [code]triangle[/code] from the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"If [code]true[/code], the blend space is triangulated automatically. The "
+"mesh updates every time you add or remove points with [method "
+"add_blend_point] and [method remove_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Controls the interpolation between animations. See [enum BlendMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"The blend space's X and Y axes' upper limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"The blend space's X and Y axes' lower limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Position increment to snap to when moving a point."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Name of the blend space's X axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "Name of the blend space's Y axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Emitted every time the blend space's triangles are created, removed, or when "
+"one of their vertices changes position."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid "The interpolation between animations is linear."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"The blend space plays the animation of the node the blending position is "
+"closest to. Useful for frame-by-frame 2D animations."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml
+msgid ""
+"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
+"the last animation's playback position."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "[AnimationTree] node resource that contains many blend type nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"This node may contain a sub-tree of any other blend type nodes, such as "
+"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
+"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
+"An [AnimationNodeOutput] node named [code]output[/code] is created by "
+"default."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
+"code] is used to identify the created sub-node later."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Connects the output of an [AnimationNode] as input for another "
+"[AnimationNode], at the input port specified by [code]input_index[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Disconnects the node connected to the specified input."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Returns the sub-node with the specified [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Returns the position of the sub-node with the specified [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid ""
+"Returns [code]true[/code] if a sub-node with specified [code]name[/code] "
+"exists."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Removes a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Changes the name of a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Modifies the position of a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The global offset of all sub-nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The connection was successful."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The input node is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The specified input port is out of range."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The output node is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "Input and output nodes are the same."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml
+msgid "The specified connection already exists."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid "Plays an animation once in [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. This node will execute a "
+"sub-animation and return once it finishes. Blend times for fading in and out "
+"can be customized, as well as filters."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid ""
+"If [code]true[/code], the sub-animation will restart automatically after "
+"finishing."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid "The delay after which the automatic restart is triggered, in seconds."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml
+msgid ""
+"If [member autorestart] is [code]true[/code], a random additional delay (in "
+"seconds) between 0 and this value will be added to [member "
+"autorestart_delay]."
+msgstr ""
+
+#: doc/classes/AnimationNodeOutput.xml
+msgid "Generic output node to be added to [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "State machine for control of animations."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid ""
+"Contains multiple nodes representing animation states, connected in a graph. "
+"Node transitions can be configured to happen automatically or via code, "
+"using a shortest-path algorithm. Retrieve the "
+"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
+"control it programmatically.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
+"state_machine.travel(\"some_state\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid ""
+"Adds a new node to the graph. The [code]position[/code] is used for display "
+"in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Adds a transition between the given nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the graph's end node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the draw offset of the graph. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the animation node with the given name."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given animation node's name."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given node's coordinates. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given transition."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the number of connections in the graph."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given transition's start node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns the given transition's end node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Returns [code]true[/code] if the graph contains the given node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid ""
+"Returns [code]true[/code] if there is a transition between the given nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Deletes the given node from the graph."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Deletes the transition between the two specified nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Deletes the given transition by index."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Renames the given node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Replaces the node and keeps its transitions unchanged."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the given node as the graph end point."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the draw offset of the graph. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the node's coordinates. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml
+msgid "Sets the given node as the graph start point."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Playback control for [AnimationNodeStateMachine]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid ""
+"Allows control of [AnimationTree] state machines created with "
+"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
+"get(\"parameters/playback\")[/code].\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
+"state_machine.travel(\"some_state\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Returns the currently playing animation state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Returns the playback position within the current animation state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid ""
+"Returns the current travel path as computed internally by the A* algorithm."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Returns [code]true[/code] if an animation is playing."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Starts playing the given animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid "Stops the currently playing animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml
+msgid ""
+"Transitions from the current state to another one, following the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Turn on auto advance when this condition is set. The provided name will "
+"become a boolean parameter on the [AnimationTree] that can be controlled "
+"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
+"[codeblock]\n"
+"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
+"(linear_velocity.x == 0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Turn on the transition automatically when this state is reached. This works "
+"best with [constant SWITCH_MODE_AT_END]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Don't use this transition during [method AnimationNodeStateMachinePlayback."
+"travel] or [member auto_advance]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Lower priority transitions are preferred when travelling through the tree "
+"via [method AnimationNodeStateMachinePlayback.travel] or [member "
+"auto_advance]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid "The transition type."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid "The time to cross-fade between this state and the next."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid "Emitted when [member advance_condition] is changed."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Switch to the next state immediately. The current state will end and blend "
+"into the beginning of the new one."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Switch to the next state immediately, but will seek the new state to the "
+"playback position of the old state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml
+msgid ""
+"Wait for the current state playback to end, then switch to the beginning of "
+"the next state animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeScale.xml
+msgid "A time-scaling animation node to be used with [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeScale.xml
+msgid ""
+"Allows scaling the speed of the animation (or reversing it) in any children "
+"nodes. Setting it to 0 will pause the animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeSeek.xml
+msgid "A time-seeking animation node to be used with [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeSeek.xml
+msgid ""
+"This node can be used to cause a seek command to happen to any sub-children "
+"of the animation graph. Use this node type to play an [Animation] from the "
+"start or a certain playback position inside the [AnimationNodeBlendTree]. "
+"After setting the time and changing the animation playback, the seek node "
+"automatically goes into sleep mode on the next process frame by setting its "
+"[code]seek_position[/code] value to [code]-1.0[/code].\n"
+"[codeblock]\n"
+"# Play child animation from the start.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
+"# Alternative syntax (same result as above).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
+"\n"
+"# Play child animation from 12 second timestamp.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
+"# Alternative syntax (same result as above).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid "A generic animation transition node for [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid ""
+"Simple state machine for cases which don't require a more advanced "
+"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
+"transition times can be specified."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid "The number of available input ports for this node."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml
+msgid ""
+"Cross-fading time (in seconds) between each animation connected to the "
+"inputs."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Container and player of [Animation] resources."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"An animation player is used for general-purpose playback of [Animation] "
+"resources. It contains a dictionary of animations (referenced by name) and "
+"custom blend times between their transitions. Additionally, animations can "
+"be played and blended in different channels.\n"
+"[AnimationPlayer] is more suited than [Tween] for animations where you know "
+"the final values in advance. For example, fading a screen in and out is more "
+"easily done with an [AnimationPlayer] node thanks to the animation tools "
+"provided by the editor. That particular example can also be implemented with "
+"a [Tween] node, but it requires doing everything by code.\n"
+"Updating the target properties of animations occurs at process time."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Animation tutorial index"
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Adds [code]animation[/code] to the player accessible with the key "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Shifts position in the animation timeline and immediately updates the "
+"animation. [code]delta[/code] is the time in seconds to shift. Events "
+"between the current frame and [code]delta[/code] are handled."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Returns the name of the next animation in the queue."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] "
+"animation completes."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"[AnimationPlayer] caches animated nodes. It may not notice if a node "
+"disappears; [method clear_caches] forces it to update the cache again."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Clears all queued, unplayed animations."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns the name of [code]animation[/code] or an empty string if not found."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Returns the list of stored animation names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Gets the blend time (in seconds) between two animations, referenced by their "
+"names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Gets the actual playing speed of current animation or 0 if not playing. This "
+"speed is the [member playback_speed] property multiplied by "
+"[code]custom_speed[/code] argument specified when calling the [method play] "
+"method."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns a list of the animation names that are currently queued to play."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
+"with key [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Returns [code]true[/code] if playing an animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Plays the animation with key [code]name[/code]. Custom blend times and speed "
+"can be set. If [code]custom_speed[/code] is negative and [code]from_end[/"
+"code] is [code]true[/code], the animation will play backwards (which is "
+"equivalent to calling [method play_backwards]).\n"
+"The [AnimationPlayer] keeps track of its current or last played animation "
+"with [member assigned_animation]. If this method is called with that same "
+"animation [code]name[/code], or with no [code]name[/code] parameter, the "
+"assigned animation will resume playing if it was paused, or restart if it "
+"was stopped (see [method stop] for both pause and stop). If the animation "
+"was already playing, it will keep playing.\n"
+"[b]Note:[/b] The animation will be updated the next time the "
+"[AnimationPlayer] is processed. If other variables are updated at the same "
+"time this is called, they may be updated too early. To perform the update "
+"immediately, call [code]advance(0)[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Plays the animation with key [code]name[/code] in reverse.\n"
+"This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
+"code] and [code]from_end = true[/code], so see its description for more "
+"information."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Queues an animation for playback once the current one is done.\n"
+"[b]Note:[/b] If a looped animation is currently playing, the queued "
+"animation will never play unless the looped animation is stopped somehow."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Removes the animation with key [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Renames an existing animation with key [code]name[/code] to [code]newname[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
+"If [code]update[/code] is [code]true[/code], the animation updates too, "
+"otherwise it updates at process time. Events between the current frame and "
+"[code]seconds[/code] are skipped.\n"
+"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
+"animation_finished]. If you want to skip animation and emit the signal, use "
+"[method advance]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Specifies a blend time (in seconds) between two animations, referenced by "
+"their names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Stops or pauses the currently playing animation. If [code]reset[/code] is "
+"[code]true[/code], the animation position is reset to [code]0[/code] and the "
+"playback speed is reset to [code]1.0[/code].\n"
+"If [code]reset[/code] is [code]false[/code], the [member "
+"current_animation_position] will be kept and calling [method play] or "
+"[method play_backwards] without arguments or with the same animation name as "
+"[member assigned_animation] will resume the animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"If playing, the current animation; otherwise, the animation last played. "
+"When set, would change the animation, but would not play it unless currently "
+"playing. See also [member current_animation]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The name of the animation to play when the scene loads."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"The name of the currently playing animation. If no animation is playing, the "
+"property's value is an empty string. Changing this value does not restart "
+"the animation. See [method play] for more information on playing "
+"animations.\n"
+"[b]Note:[/b] While this property appears in the inspector, it's not meant to "
+"be edited, and it's not saved in the scene. This property is mainly used to "
+"get the currently playing animation, and internally for animation playback "
+"tracks. For more information, see [Animation]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The length (in seconds) of the currently being played animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The position (in seconds) of the currently playing animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The call mode to use for Call Method tracks."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"If [code]true[/code], updates animations in response to process-related "
+"notifications."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"The default time in which to blend animations. Ranges from 0 to 4096 with "
+"0.01 precision."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The process notification in which to update animations."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"The speed scaling ratio. For instance, if this value is 1, then the "
+"animation plays at normal speed. If it's 0.5, then it plays at half speed. "
+"If it's 2, then it plays at double speed."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"This is used by the editor. If set to [code]true[/code], the scene will be "
+"saved with the effects of the reset animation applied (as if it had been "
+"seeked to time 0), then reverted after saving.\n"
+"In other words, the saved scene file will contain the \"default pose\", as "
+"defined by the reset animation, if any, with the editor keeping the values "
+"that the nodes had before saving."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "The node from which node path references will travel."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Emitted when a queued animation plays after the previous animation was "
+"finished. See [method queue].\n"
+"[b]Note:[/b] The signal is not emitted when the animation is changed via "
+"[method play] or from [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Notifies when an animation finished playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Notifies when an animation starts playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Notifies when the caches have been cleared, either automatically, or "
+"manually via [method clear_caches]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Process animation during the physics process. This is especially useful when "
+"animating physics bodies."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
+msgid "Process animation during the idle process."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Do not process animation. Use [method advance] to process the animation "
+"manually."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid ""
+"Batch method calls during the animation process, then do the calls after "
+"events are processed. This avoids bugs involving deleting nodes or modifying "
+"the AnimationPlayer while playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml
+msgid "Make method calls immediately when reached in the animation."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"A node to be used for advanced animation transitions in an [AnimationPlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"A node to be used for advanced animation transitions in an "
+"[AnimationPlayer].\n"
+"[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
+"methods of the corresponding [AnimationPlayer] will not function as "
+"expected. Playback and transitions should be handled using only the "
+"[AnimationTree] and its constituent [AnimationNode](s). The "
+"[AnimationPlayer] node should be used solely for adding, deleting, and "
+"editing animations."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "Using AnimationTree"
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "Manually advance the animations by the specified time (in seconds)."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"Retrieve the motion of the [member root_motion_track] as a [Transform] that "
+"can be used elsewhere. If [member root_motion_track] is not a path to a "
+"track of type [constant Animation.TYPE_TRANSFORM], returns an identity "
+"transformation. See also [member root_motion_track] and [RootMotionView]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "If [code]true[/code], the [AnimationTree] will be processing."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "The path to the [AnimationPlayer] used for animating."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The process mode of this [AnimationTree]. See [enum AnimationProcessMode] "
+"for available modes."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The path to the Animation track used for root motion. Paths must be valid "
+"scene-tree paths to a node, and must be specified starting from the parent "
+"node of the node that will reproduce the animation. To specify a track that "
+"controls properties or bones, append its name after the path, separated by "
+"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] "
+"or [code]\"character/mesh:transform/local\"[/code].\n"
+"If the track has type [constant Animation.TYPE_TRANSFORM], the "
+"transformation will be cancelled visually, and the animation will appear to "
+"stay in place. See also [method get_root_motion_transform] and "
+"[RootMotionView]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The animations will progress during the physics frame (i.e. [method Node."
+"_physics_process])."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid ""
+"The animations will progress during the idle frame (i.e. [method Node."
+"_process])."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml
+msgid "The animations will only progress manually (see [method advance])."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
+"animations. Superseded by [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"[i]Deprecated.[/i] A node graph tool for blending multiple animations bound "
+"to an [AnimationPlayer]. Especially useful for animating characters or other "
+"skeleton-based rigs. It can combine several animations to form a desired "
+"pose.\n"
+"It takes [Animation]s from an [AnimationPlayer] node and mixes them "
+"depending on the graph.\n"
+"See [AnimationTree] for a more full-featured replacement of this node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Shifts position in the animation timeline. [code]delta[/code] is the time in "
+"seconds to shift. Events between the current frame and [code]delta[/code] "
+"are handled."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the [AnimationPlayer]'s [Animation] bound to the "
+"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the name of the [member master_player]'s [Animation] bound to this "
+"animation node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the absolute playback timestamp of the animation node with name "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Binds a new [Animation] from the [member master_player] to the "
+"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the animation node with ID "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Binds the [Animation] named [code]source[/code] from [member master_player] "
+"to the animation node [code]id[/code]. Recalculates caches."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
+"at the specified slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the blend amount of a Blend2 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the blend amount of a Blend2 node given its name and value.\n"
+"A Blend2 node blends two animations (A and B) with the amount between 0 and "
+"1.\n"
+"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
+"influence of B gets raised. At 1, output is input B."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the Blend2 node with name "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the blend amount of a Blend3 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the blend amount of a Blend3 node given its name and value.\n"
+"A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 "
+"and 1.\n"
+"At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, "
+"the influence of A gets raised and the influence of B+ is 0. At 0, output is "
+"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
+"gets raised and the influence of B+ is 0. At 1, output is input B+."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the blend amount of a Blend4 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the blend amount of a Blend4 node given its name and value.\n"
+"A Blend4 Node blends two pairs of animations.\n"
+"The two pairs are blended like Blend2 and then added together."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
+"slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Disconnects nodes connected to [code]id[/code] at the specified input slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns a [PoolStringArray] containing the name of all nodes."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the mix amount of a Mix node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the mix amount of a Mix node given its name and value.\n"
+"A Mix node adds input b to input a by the amount given by ratio."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Check if a node exists (by name)."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the input count for a given node. Different types of nodes have "
+"different amount of inputs."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the input source for a given node input."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns position of a node in the graph given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Gets the node type, will return from [enum NodeType] enum."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Renames a node in the graph."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Sets the position of a node in the graph given its name and position."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the autostart delay of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the autostart random delay of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the fade in time of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns the fade out time of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns whether a OneShot node will auto restart given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Returns whether a OneShot node is active given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the autorestart property of a OneShot node given its name and value."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the autorestart delay of a OneShot node given its name and value in "
+"seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the autorestart random delay of a OneShot node given its name and value "
+"in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the fade in time of a OneShot node given its name and value in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the fade out time of a OneShot node given its name and value in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the OneShot node with ID "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Starts a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Stops the OneShot node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Manually recalculates the cache of track information generated from "
+"animation nodes. Needed when external sources modify the animation nodes' "
+"state."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Removes the animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Resets this [AnimationTreePlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the time scale value of the TimeScale node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the time scale of the TimeScale node with name [code]id[/code] to "
+"[code]scale[/code].\n"
+"The TimeScale node is used to speed [Animation]s up if the scale is above 1 "
+"or slow them down if it is below 1.\n"
+"If applied after a blend or mix, affects all input animations to that blend "
+"or mix."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Sets the time seek value of the TimeSeek node with name [code]id[/code] to "
+"[code]seconds[/code].\n"
+"This functions as a seek in the [Animation] or the blend or mix of "
+"[Animation]s input in it."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Deletes the input at [code]input_idx[/code] for the transition node with "
+"name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the index of the currently evaluated input for the transition node "
+"with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the number of inputs for the transition node with name [code]id[/"
+"code]. You can add inputs by right-clicking on the transition node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns the cross fade time for the transition node with name [code]id[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Returns [code]true[/code] if the input at [code]input_idx[/code] on the "
+"transition node with name [code]id[/code] is set to automatically advance to "
+"the next input upon completion."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The transition node with name [code]id[/code] sets its current input at "
+"[code]input_idx[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The transition node with name [code]id[/code] advances to its next input "
+"automatically when the input at [code]input_idx[/code] completes."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"Resizes the number of inputs available for the transition node with name "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The transition node with name [code]id[/code] sets its cross fade time to "
+"[code]time_sec[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The node from which to relatively access other nodes.\n"
+"It accesses the bones, so it should point to the same node the "
+"[AnimationPlayer] would point its Root Node at."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid ""
+"The path to the [AnimationPlayer] from which this [AnimationTreePlayer] "
+"binds animations to animation nodes.\n"
+"Once set, [Animation] nodes can be added to the [AnimationTreePlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "The thread in which to update animations."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Output node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Animation node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "OneShot node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Mix node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Blend2 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Blend3 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Blend4 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "TimeScale node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "TimeSeek node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml
+msgid "Transition node."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid "3D area for detection and physics and audio influence."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"3D area that detects [CollisionObject] nodes overlapping, entering, or "
+"exiting. Can also alter or override local physics parameters (gravity, "
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
+#: doc/classes/ViewportTexture.xml
+msgid "GUI in 3D Demo"
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Returns a list of intersecting [Area]s. The overlapping area's [member "
+"CollisionObject.collision_layer] must be part of this area's [member "
+"CollisionObject.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Returns a list of intersecting [PhysicsBody]s. The overlapping body's "
+"[member CollisionObject.collision_layer] must be part of this area's [member "
+"CollisionObject.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"If [code]true[/code], the given area overlaps the Area.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of overlaps is updated once per frame and before the "
+"physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"If [code]true[/code], the given physics body overlaps the Area.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of overlaps is updated once per frame and before the "
+"physics step. Consider using signals instead.\n"
+"The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] "
+"instance (while GridMaps are not physics body themselves, they register "
+"their tiles with collision shapes as a virtual physics body)."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The rate at which objects stop spinning in this area. Represents the angular "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "The name of the area's audio bus."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the area's audio bus overrides the default audio bus."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The area's gravity intensity (in meters per second squared). This value "
+"multiplies the gravity vector. This is useful to alter the force of gravity "
+"without altering its direction."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"The falloff factor for point gravity. The greater the value, the faster "
+"gravity decreases with distance."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], gravity is calculated from a point (set via [member "
+"gravity_vec]). See also [member space_override]."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"The area's gravity vector (not normalized). If gravity is a point (see "
+"[member gravity_point]), this will be the point of attraction."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The rate at which objects stop moving in this area. Represents the linear "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "If [code]true[/code], other monitoring areas can detect this area."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the area detects bodies or areas entering and exiting "
+"it."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "The area's priority. Higher priority areas are processed first."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The degree to which this area applies reverb to its associated audio. Ranges "
+"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid "If [code]true[/code], the area applies reverb to its associated audio."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid "The reverb bus name to use for this area's associated audio."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"The degree to which this area's reverb is a uniform effect. Ranges from "
+"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"Override mode for gravity and damping calculations within this area. See "
+"[enum SpaceOverride] for possible values."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when another Area enters this Area. Requires [member monitoring] to "
+"be set to [code]true[/code].\n"
+"[code]area[/code] the other Area."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when another Area exits this Area. Requires [member monitoring] to "
+"be set to [code]true[/code].\n"
+"[code]area[/code] the other Area."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when one of another Area's [Shape]s enters one of this Area's "
+"[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used "
+"by the [PhysicsServer].\n"
+"[code]area[/code] the other Area.\n"
+"[code]area_shape_index[/code] the index of the [Shape] of the other Area "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area."
+"shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
+"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member "
+"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member "
+"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/Area.xml
+msgid ""
+"Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of "
+"this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/"
+"code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s "
+"[CollisionObject] used by the [PhysicsServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] "
+"or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] "
+"or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with "
+"[code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
+"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid "This area does not affect gravity/damping."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area adds its gravity/damping values to whatever has been calculated so "
+"far (in [member priority] order)."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area adds its gravity/damping values to whatever has been calculated so "
+"far (in [member priority] order), ignoring any lower priority areas."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area replaces any gravity/damping, even the defaults, ignoring any "
+"lower priority areas."
+msgstr ""
+
+#: doc/classes/Area.xml doc/classes/Area2D.xml
+msgid ""
+"This area replaces any gravity/damping calculated so far (in [member "
+"priority] order), but keeps calculating the rest of the areas."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid "2D area for detection and physics and audio influence."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
+"exiting. Can also alter or override local physics parameters (gravity, "
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid "Using Area2D"
+msgstr ""
+
+#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
+#: doc/classes/RectangleShape2D.xml
+msgid "2D Pong Demo"
+msgstr ""
+
+#: doc/classes/Area2D.xml doc/classes/Camera2D.xml
+#: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Platformer Demo"
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
+"CollisionObject2D.collision_layer] must be part of this area's [member "
+"CollisionObject2D.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's "
+"[member CollisionObject2D.collision_layer] must be part of this area's "
+"[member CollisionObject2D.collision_mask] in order to be detected.\n"
+"For performance reasons (collisions are all processed at the same time) this "
+"list is modified once during the physics step, not immediately after objects "
+"are moved. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the given area overlaps the Area2D.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, the list of overlaps is updated once per frame and before "
+"the physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"If [code]true[/code], the given physics body overlaps the Area2D.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of overlaps is updated once per frame and before the "
+"physics step. Consider using signals instead.\n"
+"The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
+"[TileMap] instance (while TileMaps are not physics bodies themselves, they "
+"register their tiles with collision shapes as a virtual physics body)."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"The rate at which objects stop spinning in this area. Represents the angular "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"The area's gravity intensity (in pixels per second squared). This value "
+"multiplies the gravity vector. This is useful to alter the force of gravity "
+"without altering its direction."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"The rate at which objects stop moving in this area. Represents the linear "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when another Area2D enters this Area2D. Requires [member monitoring] "
+"to be set to [code]true[/code].\n"
+"[code]area[/code] the other Area2D."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when another Area2D exits this Area2D. Requires [member monitoring] "
+"to be set to [code]true[/code].\n"
+"[code]area[/code] the other Area2D."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's "
+"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
+"used by the [Physics2DServer].\n"
+"[code]area[/code] the other Area2D.\n"
+"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's "
+"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
+"used by the [Physics2DServer].\n"
+"[code]area[/code] the other Area2D.\n"
+"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires "
+"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
+"if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires "
+"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
+"if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one "
+"of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
+"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
+"[Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml
+msgid ""
+"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of "
+"this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
+"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
+"[Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "A generic array datatype."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"A generic array that can contain several elements of any type, accessible by "
+"a numerical index starting at 0. Negative indices can be used to count from "
+"the back, like in Python (-1 is the last element, -2 is the second to last, "
+"etc.).\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var array = [\"One\", 2, 3, \"Four\"]\n"
+"print(array[0]) # One.\n"
+"print(array[2]) # 3.\n"
+"print(array[-1]) # Four.\n"
+"array[2] = \"Three\"\n"
+"print(array[-2]) # Three.\n"
+"[/codeblock]\n"
+"Arrays can be concatenated using the [code]+[/code] operator:\n"
+"[codeblock]\n"
+"var array1 = [\"One\", 2]\n"
+"var array2 = [3, \"Four\"]\n"
+"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a "
+"new array, which has a cost. If you want to append another array to an "
+"existing array, [method append_array] is more efficient.\n"
+"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an "
+"array that can be modified independently of the original array, use [method "
+"duplicate].\n"
+"[b]Note:[/b] When declaring an array with [code]const[/code], the array "
+"itself can still be mutated by defining the values at individual indices or "
+"pushing/removing elements. Using [code]const[/code] will only prevent "
+"assigning the constant with another value after it was initialized."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid "Constructs an array from a [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Appends an element at the end of the array (alias of [method push_back])."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Appends another array at the end of this array.\n"
+"[codeblock]\n"
+"var array1 = [1, 2, 3]\n"
+"var array2 = [4, 5, 6]\n"
+"array1.append_array(array2)\n"
+"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the last element of the array. Prints an error and returns "
+"[code]null[/code] if the array is empty.\n"
+"[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
+"[/code]. If the array is empty, accessing by index will pause project "
+"execution when running from the editor."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search. Optionally, a [code]before[/code] specifier can be passed. If "
+"[code]false[/code], the returned index comes after all existing entries of "
+"the value in the array.\n"
+"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
+"unexpected behavior."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search and a custom comparison method declared in the [code]obj[/code]. "
+"Optionally, a [code]before[/code] specifier can be passed. If [code]false[/"
+"code], the returned index comes after all existing entries of the value in "
+"the array. The custom method receives two arguments (an element from the "
+"array and the value searched for) and must return [code]true[/code] if the "
+"first argument is less than the second, and return [code]false[/code] "
+"otherwise.\n"
+"[codeblock]\n"
+"func cardinal_to_algebraic(a):\n"
+" match a:\n"
+" \"one\":\n"
+" return 1\n"
+" \"two\":\n"
+" return 2\n"
+" \"three\":\n"
+" return 3\n"
+" \"four\":\n"
+" return 4\n"
+" _:\n"
+" return 0\n"
+"\n"
+"func compare(a, b):\n"
+" return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n"
+"\n"
+"func _ready():\n"
+" var a = [\"one\", \"two\", \"three\", \"four\"]\n"
+" # `compare` is defined in this object, so we use `self` as the `obj` "
+"parameter.\n"
+" print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected "
+"value is 2.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
+"unexpected behavior."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Clears the array. This is equivalent to using [method resize] with a size of "
+"[code]0[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Returns the number of times an element is in the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns a copy of the array.\n"
+"If [code]deep[/code] is [code]true[/code], a deep copy is performed: all "
+"nested arrays and dictionaries are duplicated and will not be shared with "
+"the original array. If [code]false[/code], a shallow copy is made and "
+"references to the original nested arrays and dictionaries are kept, so that "
+"modifying a sub-array or dictionary in the copy will also impact those "
+"referenced in the source array."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Returns [code]true[/code] if the array is empty."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the removed "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the removed element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements:\n"
+"[codeblock]\n"
+"var array = []\n"
+"array.resize(10)\n"
+"array.fill(0) # Initialize the 10 elements to 0.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Searches the array for a value and returns its index or [code]-1[/code] if "
+"not found. Optionally, the initial search index can be passed. Returns "
+"[code]-1[/code] if [code]from[/code] is out of bounds."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Searches the array in reverse order for a value and returns its index or "
+"[code]-1[/code] if not found."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the first element of the array. Prints an error and returns "
+"[code]null[/code] if the array is empty.\n"
+"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]"
+"[/code]. If the array is empty, accessing by index will pause project "
+"execution when running from the editor."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[codeblock]\n"
+"[\"inside\", 7].has(\"inside\") # True\n"
+"[\"inside\", 7].has(\"outside\") # False\n"
+"[\"inside\", 7].has(7) # True\n"
+"[\"inside\", 7].has(\"7\") # False\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
+"follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `true`.\n"
+"if 2 in [2, 4, 6, 8]:\n"
+" pass\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns a hashed 32-bit integer value representing the array and its "
+"contents.\n"
+"[b]Note:[/b] [Array]s with equal content will always produce identical hash "
+"values. However, the reverse is not true. Returning identical hash values "
+"does [i]not[/i] imply the arrays are equal, because different arrays can "
+"have identical hash values due to hash collisions."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Inserts a new element at a given position in the array. The position must be "
+"valid, or at the end of the array ([code]pos == size()[/code]).\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the inserted "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the newly inserted element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Reverses the order of the elements in the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the maximum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Returns the minimum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes and returns the element of the array at index [code]position[/code]. "
+"If negative, [code]position[/code] is considered relative to the end of the "
+"array. Leaves the array untouched and returns [code]null[/code] if the array "
+"is empty or if it's accessed out of bounds. An error message is printed when "
+"the array is accessed out of bounds, but not when the array is empty.\n"
+"[b]Note:[/b] On large arrays, this method can be slower than [method "
+"pop_back] as it will reindex the array's elements that are located after the "
+"removed element. The larger the array and the lower the index of the removed "
+"element, the slower [method pop_at] will be."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes and returns the last element of the array. Returns [code]null[/code] "
+"if the array is empty, without printing an error message. See also [method "
+"pop_front]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes and returns the first element of the array. Returns [code]null[/"
+"code] if the array is empty, without printing an error message. See also "
+"[method pop_back].\n"
+"[b]Note:[/b] On large arrays, this method is much slower than [method "
+"pop_back] as it will reindex all the array's elements every time it's "
+"called. The larger the array, the slower [method pop_front] will be."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Appends an element at the end of the array. See also [method push_front]."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Adds an element at the beginning of the array. See also [method push_back].\n"
+"[b]Note:[/b] On large arrays, this method is much slower than [method "
+"push_back] as it will reindex all the array's elements every time it's "
+"called. The larger the array, the slower [method push_front] will be."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Removes an element from the array by index. If the index does not exist in "
+"the array, nothing happens. To remove an element by searching for its value, "
+"use [method erase] instead.\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the removed "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the removed element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Resizes the array to contain a different number of elements. If the array "
+"size is smaller, elements are cleared, if bigger, new elements are "
+"[code]null[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Searches the array in reverse order. Optionally, a start search index can be "
+"passed. If negative, the start index is considered relative to the end of "
+"the array. If the adjusted start index is out of bounds, this method "
+"searches from the end of the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Shuffles the array such that the items will have a random order. This method "
+"uses the global random number generator common to methods such as [method "
+"@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new "
+"seed will be used each time if you want non-reproducible shuffling."
+msgstr ""
+
+#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid "Returns the number of elements in the array."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Duplicates the subset described in the function and returns it in an array, "
+"deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower "
+"and upper index are inclusive, with the [code]step[/code] describing the "
+"change between indices while slicing."
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
+"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
+"order). This may lead to unexpected behavior when sorting an array of "
+"strings ending with a sequence of numbers. Consider the following example:\n"
+"[codeblock]\n"
+"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
+"strings.sort()\n"
+"print(strings) # Prints [string1, string10, string11, string2]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml
+msgid ""
+"Sorts the array using a custom method. The arguments are an object that "
+"holds the method and the name of such method. The custom method receives two "
+"arguments (a pair of elements from the array) and must return either "
+"[code]true[/code] or [code]false[/code].\n"
+"For two elements [code]a[/code] and [code]b[/code], if the given method "
+"returns [code]true[/code], element [code]b[/code] will be after element "
+"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
+"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
+"[codeblock]\n"
+"class MyCustomSorter:\n"
+" static func sort_ascending(a, b):\n"
+" if a[0] < b[0]:\n"
+" return true\n"
+" return false\n"
+"\n"
+"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
+"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
+"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[Mesh] type that provides utility for constructing a surface from arrays."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes "
+"as arrays.\n"
+"The most basic example is the creation of a single triangle:\n"
+"[codeblock]\n"
+"var vertices = PoolVector3Array()\n"
+"vertices.push_back(Vector3(0, 1, 0))\n"
+"vertices.push_back(Vector3(1, 0, 0))\n"
+"vertices.push_back(Vector3(0, 0, 1))\n"
+"# Initialize the ArrayMesh.\n"
+"var arr_mesh = ArrayMesh.new()\n"
+"var arrays = []\n"
+"arrays.resize(ArrayMesh.ARRAY_MAX)\n"
+"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
+"# Create the Mesh.\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
+"var m = MeshInstance.new()\n"
+"m.mesh = arr_mesh\n"
+"[/codeblock]\n"
+"The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n"
+"See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for "
+"procedural geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Adds name for a blend shape that will be added with [method "
+"add_surface_from_arrays]. Must be called before surface is added."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Creates a new surface.\n"
+"Surfaces are created to be rendered using a [code]primitive[/code], which "
+"may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, "
+"when using indices, it is recommended to only use points, lines, or "
+"triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/"
+"code] for this new surface.\n"
+"The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] "
+"for the values used in this array. For example, [code]arrays[0][/code] is "
+"the array of vertices. That first vertex sub-array is always required; the "
+"others are optional. Adding an index array puts this function into \"index "
+"mode\" where the vertex and other arrays become the sources of data and the "
+"index array defines the vertex order. All sub-arrays must have the same "
+"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Removes all blend shapes from this [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Removes all surfaces from this [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Returns the name of the blend shape at this index."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
+"lightmapping."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Will regenerate normal maps for the [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the index of the first surface with this name held within this "
+"[ArrayMesh]. If none are found, -1 is returned."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the length in indices of the index array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the length in vertices of the vertex array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the format mask of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Gets the name assigned to this surface."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Returns the primitive type of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Removes a surface at position [code]surf_idx[/code], shifting greater "
+"surfaces one [code]surf_idx[/code] slot down."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Sets a name for a given surface."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"Updates a specified region of mesh arrays on the GPU.\n"
+"[b]Warning:[/b] Only use if you know what you are doing. You can easily "
+"cause crashes by calling this function with improper arguments."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
+msgid ""
+"Overrides the [AABB] with one defined by user for use with frustum culling. "
+"Especially useful to avoid unexpected culling when using a shader to offset "
+"vertices."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Value used internally when no indices are present."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Amount of weights/bone indices per vertex (always 4)."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector3Array] of vertex normals."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, "
+"first 3 floats determine the tangent, and the last the binormal direction as "
+"-1 or 1."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolColorArray] of vertex colors."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector2Array] for UV coordinates."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolVector2Array] for second UV coordinates."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
+"4 floats."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid ""
+"[PoolIntArray] of integers used as indices referencing vertices, colors, "
+"normals, tangents, and textures. All of those arrays must have the same "
+"number of elements as the vertex array. No index can be beyond the vertex "
+"array size. When this index array is present, it puts the function into "
+"\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, "
+"color, UV, etc. This means if you want to have different normals or colors "
+"along an edge, you have to duplicate the vertices.\n"
+"For triangles, the index array is interpreted as triples, referring to the "
+"vertices of each triangle. For lines, the index array is in pairs indicating "
+"the start and end of each line."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum ArrayType] enum."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include vertices (mandatory)."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include normals."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include tangents."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include a color array."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include UVs."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include another set of UVs."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include bone indices."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Array format will include bone weights."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml
+msgid "Index array will be used."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid "An anchor point in AR space."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"The [ARVRAnchor] point is a spatial node that maps a real world location "
+"identified by the AR platform to a position within the game world. For "
+"example, as long as plane detection in ARKit is on, ARKit will identify and "
+"update the position of planes (tables, floors, etc) and create anchors for "
+"them.\n"
+"This node is mapped to one of the anchors through its unique ID. When you "
+"receive a signal that a new anchor is available, you should add this node to "
+"your scene for that anchor. You can predefine nodes and set the ID; the "
+"nodes will simply remain on 0,0,0 until a plane is recognized.\n"
+"Keep in mind that, as long as plane detection is enabled, the size, placing "
+"and orientation of an anchor will be updated as the detection logic learns "
+"more about the real world out there especially if only part of the surface "
+"is in view."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid "Returns the name given to this anchor."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
+"code] if no anchor with this ID is currently known."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"If provided by the [ARVRInterface], this returns a mesh object for the "
+"anchor. For an anchor, this can be a shape related to the object being "
+"tracked or it can be a mesh that provides topology related to the anchor and "
+"can be used to create shadows/reflections on surfaces or for generating "
+"collision shapes."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Returns a plane aligned with our anchor; handy for intersection testing."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Returns the estimated size of the plane that was detected. Say when the "
+"anchor relates to a table in the real world, this is the estimated size of "
+"the surface of that table."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"The anchor's ID. You can set this before the anchor itself exists. The first "
+"anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], "
+"etc. When anchors get removed, the engine can then assign the corresponding "
+"ID to new anchors. The most common situation where anchors \"disappear\" is "
+"when the AR server identifies that two anchors represent different parts of "
+"the same plane and merges them."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml
+msgid ""
+"Emitted when the mesh associated with the anchor changes or when one becomes "
+"available. This is especially important for topology that is constantly "
+"being [code]mesh_updated[/code]."
+msgstr ""
+
+#: doc/classes/ARVRCamera.xml
+msgid ""
+"A camera node with a few overrules for AR/VR applied, such as location "
+"tracking."
+msgstr ""
+
+#: doc/classes/ARVRCamera.xml
+msgid ""
+"This is a helper spatial node for our camera; note that, if stereoscopic "
+"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
+"as the HMD information overrides them. The only properties that can be "
+"trusted are the near and far planes.\n"
+"The position and orientation of this node is automatically updated by the "
+"ARVR Server to represent the location of the HMD if such tracking is "
+"available and can thus be used by game logic. Note that, in contrast to the "
+"ARVR Controller, the render thread has access to the most up-to-date "
+"tracking data of the HMD and the location of the ARVRCamera can lag a few "
+"milliseconds behind what is used for rendering as a result."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid "A spatial node representing a spatially-tracked controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"This is a helper spatial node that is linked to the tracking of controllers. "
+"It also offers several handy passthroughs to the state of buttons and such "
+"on the controllers.\n"
+"Controllers are linked by their ID. You can create controller nodes before "
+"the controllers are available. If your game always uses two controllers (one "
+"for each hand), you can predefine the controllers with ID 1 and 2; they will "
+"become active as soon as the controllers are identified. If you expect "
+"additional controllers to be used, you should react to the signals and add "
+"ARVRController nodes to your scene.\n"
+"The position of the controller node is automatically updated by the "
+"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
+"controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"If active, returns the name of the associated controller if provided by the "
+"AR/VR SDK used."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns the hand holding this controller, if known. See [enum "
+"ARVRPositionalTracker.TrackerHand]."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns [code]true[/code] if the bound controller is active. ARVR systems "
+"attempt to track active controllers."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns the value of the given axis for things like triggers, touchpads, "
+"etc. that are embedded into the controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns the ID of the joystick object bound to this. Every controller "
+"tracked by the [ARVRServer] that has buttons and axis will also be "
+"registered as a joystick within Godot. This means that all the normal "
+"joystick tracking and input mapping will work for buttons and axis found on "
+"the AR/VR controllers. This ID is purely offered as information so you can "
+"link up the controller with its joystick entry."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"If provided by the [ARVRInterface], this returns a mesh associated with the "
+"controller. This can be used to visualize the controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Returns [code]true[/code] if the button at index [code]button[/code] is "
+"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
+"constants."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"The controller's ID.\n"
+"A controller ID of 0 is unbound and will always result in an inactive node. "
+"Controller ID 1 is reserved for the first controller that identifies itself "
+"as the left-hand controller and ID 2 is reserved for the first controller "
+"that identifies itself as the right-hand controller.\n"
+"For any other controller that the [ARVRServer] detects, we continue with "
+"controller ID 3.\n"
+"When a controller is turned off, its slot is freed. This ensures controllers "
+"will keep the same ID even when controllers with lower IDs are turned off."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
+"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
+"accordingly.\n"
+"This is a useful property to animate if you want the controller to vibrate "
+"for a limited duration."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid "Emitted when a button on this controller is pressed."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid "Emitted when a button on this controller is released."
+msgstr ""
+
+#: doc/classes/ARVRController.xml
+msgid ""
+"Emitted when the mesh associated with the controller changes or when one "
+"becomes available. Generally speaking this will be a static mesh after "
+"becoming available."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Base class for an AR/VR interface implementation."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"This class needs to be implemented to make an AR or VR platform available to "
+"Godot and these should be implemented as C++ modules or GDNative modules "
+"(note that for GDNative the subclass ARVRScriptInterface should be used). "
+"Part of the interface is exposed to GDScript so you can detect, enable and "
+"configure an AR or VR platform.\n"
+"Interfaces should be written in such a way that simply enabling them will "
+"give us a working setup. You can query the available interfaces through "
+"[ARVRServer]."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"If this is an AR interface that requires displaying a camera feed as the "
+"background, this method returns the feed ID in the [CameraServer] for this "
+"interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Returns a combination of [enum Capabilities] flags providing information "
+"about the capabilities of this interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Returns the resolution at which we should render our intermediate results "
+"before things like lens distortion are applied by the VR platform."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"If supported, returns the status of our tracking. This will allow you to "
+"provide feedback to the user whether there are issues with positional "
+"tracking."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Call this to initialize this interface. The first interface that is "
+"initialized is identified as the primary interface and it will be used for "
+"rendering output.\n"
+"After initializing the interface you want to use you then need to enable the "
+"AR/VR mode of a viewport and rendering should commence.\n"
+"[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any "
+"device that uses the main output of Godot, such as for mobile VR.\n"
+"If you do this for a platform that handles its own output (such as OpenVR) "
+"Godot will show just one eye without distortion on screen. Alternatively, "
+"you can add a separate viewport node to your scene and enable AR/VR on that "
+"viewport. It will be used to output to the HMD, leaving you free to do "
+"anything you like in the main window, such as using a separate camera as a "
+"spectator camera or rendering something completely different.\n"
+"While currently not used, you can activate additional interfaces. You may "
+"wish to do this if you want to track controllers from other platforms. "
+"However, at this point in time only one interface can render to an HMD."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Returns [code]true[/code] if the current output of this interface is in "
+"stereo."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Turns the interface off."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "[code]true[/code] if this interface been initialized."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "[code]true[/code] if this is the primary interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "No ARVR capabilities."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"This interface can work with normal rendering output (non-HMD based AR)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "This interface supports stereoscopic rendering."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "This interface supports AR (video background and real world tracking)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"This interface outputs to an external device. If the main viewport is used, "
+"the on screen output is an unmodified buffer of either the left or right eye "
+"(stretched if the viewport size is not changed to the same aspect ratio of "
+"[method get_render_targetsize]). Using a separate viewport node frees up the "
+"main viewport for other purposes."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Mono output, this is mostly used internally when retrieving positioning "
+"information for our camera node or when stereo scopic rendering is not "
+"supported."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Left eye output, this is mostly used internally when rendering the image for "
+"the left eye and obtaining positioning and projection information."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Right eye output, this is mostly used internally when rendering the image "
+"for the right eye and obtaining positioning and projection information."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid "Tracking is behaving as expected."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Tracking is hindered by excessive motion (the player is moving faster than "
+"tracking can keep up)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Tracking is hindered by insufficient features, it's too dark (for camera-"
+"based tracking), player is blocked, etc."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"We don't know the status of the tracking or this interface does not provide "
+"feedback."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml
+msgid ""
+"Tracking is not functional (camera not plugged in or obscured, lighthouses "
+"turned off, etc.)."
+msgstr ""
+
+#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
+msgid "GDNative wrapper for an ARVR interface."
+msgstr ""
+
+#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
+msgid ""
+"This is a wrapper class for GDNative implementations of the ARVR interface. "
+"To use a GDNative ARVR interface, simply instantiate this object and set "
+"your GDNative library containing the ARVR interface implementation."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml
+msgid "The origin point in AR/VR."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml
+msgid ""
+"This is a special node within the AR/VR system that maps the physical "
+"location of the center of our tracking space to the virtual location within "
+"our game world.\n"
+"There should be only one of these nodes in your scene and you must have one. "
+"All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct "
+"children of this node for spatial tracking to work correctly.\n"
+"It is the position of this node that you update when your character needs to "
+"move through your game world while we're not moving in the real world. "
+"Movement in the real world is always in relation to this origin point.\n"
+"For example, if your character is driving a car, the ARVROrigin node should "
+"be a child node of this car. Or, if you're implementing a teleport system to "
+"move your character, you should change the position of this node."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml
+msgid ""
+"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
+"assume a scale of 1 game world unit = 1 real world meter.\n"
+"[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "A tracked object."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"An instance of this object represents a device that is tracked, such as a "
+"controller or anchor point. HMDs aren't represented here as they are handled "
+"internally.\n"
+"As controllers are turned on and the AR/VR interface detects them, instances "
+"of this object are automatically added to this list of active tracking "
+"objects accessible through the [ARVRServer].\n"
+"The [ARVRController] and [ARVRAnchor] both consume objects of this type and "
+"should be used in your project. The positional trackers are just under-the-"
+"hood objects that make this all work. These are mostly exposed so that "
+"GDNative-based interfaces can interact with them."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"Returns the hand holding this tracker, if known. See [enum TrackerHand] "
+"constants."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"If this is a controller that is being tracked, the controller will also be "
+"represented by a joystick entry with this ID."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"Returns the mesh related to a controller or anchor point if one is available."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the controller or anchor point's name if available."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the controller's orientation matrix."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the world-space controller position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"Returns the internal tracker ID. This uniquely identifies the tracker per "
+"tracker type and matches the ID you need to specify for nodes such as the "
+"[ARVRController] and [ARVRAnchor] nodes."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns [code]true[/code] if this device tracks orientation."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns [code]true[/code] if this device tracks position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the transform combining this device's orientation and position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "Returns the tracker's type."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid ""
+"The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to "
+"[code]1.0[/code] with precision [code].01[/code]."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "The hand this tracker is held in is unknown or not applicable."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "This tracker is the left hand controller."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml
+msgid "This tracker is the right hand controller."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Server for AR and VR features."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
+"and handles all the processing."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Registers an [ARVRInterface] object."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
+"real space."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"This is an important function to understand correctly. AR and VR platforms "
+"all handle positioning slightly differently.\n"
+"For platforms that do not offer spatial tracking, our origin point (0,0,0) "
+"is the location of our HMD, but you have little control over the direction "
+"the player is facing in the real world.\n"
+"For platforms that do offer spatial tracking, our origin point depends very "
+"much on the system. For OpenVR, our origin point is usually the center of "
+"the tracking space, on the ground. For other platforms, it's often the "
+"location of the tracking camera.\n"
+"This method allows you to center your tracker on the location of the HMD. It "
+"will take the current location of the HMD and use that to adjust all your "
+"tracking data; in essence, realigning the real world to your player's "
+"current position in the game world.\n"
+"For this method to produce usable results, tracking information must be "
+"available. This often takes a few frames after starting your game.\n"
+"You should call this method after a few seconds have passed. For instance, "
+"when the user requests a realignment of the display holding a designated "
+"button on a controller for a short period of time, or when implementing a "
+"teleport mechanism."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Clears our current primary interface if it is set to the provided interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Finds an interface by its name. For instance, if your project uses "
+"capabilities of an AR/VR platform, you can find the interface for that "
+"platform by name and initialize it."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Returns the primary interface's transformation."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the interface registered at a given index in our list of interfaces."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the number of interfaces currently registered with the AR/VR server. "
+"If your project supports multiple AR/VR platforms, you can look through the "
+"available interface, and either present the user with a selection or simply "
+"try to initialize each interface and use the first one that returns "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns a list of available interfaces the ID and name of each interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of "
+"the AR/VR eyes to [VisualServer]. The value comes from an internal call to "
+"[method OS.get_ticks_usec]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the duration (in μs) of the last frame. This is computed as the "
+"difference between [method get_last_commit_usec] and [method "
+"get_last_process_usec] when committing."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the absolute timestamp (in μs) of the last [ARVRServer] process "
+"callback. The value comes from an internal call to [method OS."
+"get_ticks_usec]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Returns the reference frame transform. Mostly used internally and exposed "
+"for GDNative build interfaces."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Returns the positional tracker at the given ID."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Returns the number of trackers currently registered."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Removes this interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Removes this positional tracker."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
+"assume a scale of 1 game world unit = 1 real world meter."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Emitted when a new interface has been added."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Emitted when an interface is removed."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Emitted when a new tracker has been added. If you don't use a fixed number "
+"of controllers or if you're using [ARVRAnchor]s for an AR solution, it is "
+"important to react to this signal to add the appropriate [ARVRController] or "
+"[ARVRAnchor] nodes related to this new tracker."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Emitted when a tracker is removed. You should remove any [ARVRController] or "
+"[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply "
+"become inactive and will be made active again when a new tracker becomes "
+"available (i.e. a new controller is switched on that takes the place of the "
+"previous one)."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The tracker tracks the location of a controller."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The tracker tracks the location of a base station."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "The tracker tracks the location and size of an AR anchor."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Used internally to filter trackers of any known type."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Used internally if we haven't set the tracker type yet."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid "Used internally to select all trackers."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Fully reset the orientation of the HMD. Regardless of what direction the "
+"user is looking to in the real world. The user will look dead ahead in the "
+"virtual world."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Resets the orientation but keeps the tilt of the device. So if we're looking "
+"down, we keep looking down but heading will be reset."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml
+msgid ""
+"Does not reset the orientation of the HMD, only the position of the player "
+"gets centered."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Container that preserves its child controls' aspect ratio."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"Arranges child controls in a way to preserve their aspect ratio "
+"automatically whenever the container is resized. Solves the problem where "
+"the container size is dynamic and the contents' size needs to adjust "
+"accordingly without losing proportions."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
+#: doc/classes/CenterContainer.xml doc/classes/Container.xml
+#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
+#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
+#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
+#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
+#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
+msgid "GUI containers"
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Specifies the horizontal relative position of child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Specifies the vertical relative position of child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The aspect ratio to enforce on child controls. This is the width divided by "
+"the height. The ratio depends on the [member stretch_mode]."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "The stretch mode used to align child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The height of child controls is automatically adjusted based on the width of "
+"the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The width of child controls is automatically adjusted based on the height of "
+"the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The bounding rectangle of child controls is automatically adjusted to fit "
+"inside the container while keeping the aspect ratio."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"The width and height of child controls is automatically adjusted to make "
+"their bounding rectangle cover the entire area of the container while "
+"keeping the aspect ratio.\n"
+"When the bounding rectangle of child controls exceed the container's size "
+"and [member Control.rect_clip_content] is enabled, this allows to show only "
+"the container's area restricted by its own bounding rectangle."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid ""
+"Aligns child controls with the beginning (left or top) of the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Aligns child controls with the center of the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml
+msgid "Aligns child controls with the end (right or bottom) of the container."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"An implementation of A* to find the shortest paths among connected points in "
+"space."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"A* (A star) is a computer algorithm that is widely used in pathfinding and "
+"graph traversal, the process of plotting short paths among vertices "
+"(points), passing through a given set of edges (segments). It enjoys "
+"widespread use due to its performance and accuracy. Godot's A* "
+"implementation uses points in three-dimensional space and Euclidean "
+"distances by default.\n"
+"You must add points manually with [method add_point] and create segments "
+"manually with [method connect_points]. Then you can test if there is a path "
+"between two points with the [method are_points_connected] function, get a "
+"path containing indices by [method get_id_path], or one containing actual "
+"coordinates with [method get_point_path].\n"
+"It is also possible to use non-Euclidean distances. To do so, create a class "
+"that extends [code]AStar[/code] and override methods [method _compute_cost] "
+"and [method _estimate_cost]. Both take two indices and return a length, as "
+"is shown in the following example.\n"
+"[codeblock]\n"
+"class MyAStar:\n"
+" extends AStar\n"
+"\n"
+" func _compute_cost(u, v):\n"
+" return abs(u - v)\n"
+"\n"
+" func _estimate_cost(u, v):\n"
+" return min(0, abs(u - v) - 1)\n"
+"[/codeblock]\n"
+"[method _estimate_cost] should return a lower bound of the distance, i.e. "
+"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a "
+"hint to the algorithm because the custom [code]_compute_cost[/code] might be "
+"computation-heavy. If this is not the case, make [method _estimate_cost] "
+"return the same value as [method _compute_cost] to provide the algorithm "
+"with the most accurate information.\n"
+"If the default [method _estimate_cost] and [method _compute_cost] methods "
+"are used, or if the supplied [method _estimate_cost] method returns a lower "
+"bound of the cost, then the paths returned by A* will be the lowest-cost "
+"paths. Here, the cost of a path equals the sum of the [method _compute_cost] "
+"results of all segments in the path multiplied by the [code]weight_scale[/"
+"code]s of the endpoints of the respective segments. If the default methods "
+"are used and the [code]weight_scale[/code]s of all points are set to "
+"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
+"segments in the path."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [code]AStar[/code] class."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Called when estimating the cost between a point and the path's ending "
+"point.\n"
+"Note that this function is hidden in the default [code]AStar[/code] class."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Adds a new point at the given position with the given identifier. The "
+"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
+"be 0.0 or greater.\n"
+"The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point. Thus, all else being equal, "
+"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
+"path.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
+"weight_scale 4 and id 1\n"
+"[/codeblock]\n"
+"If there already exists a point for the given [code]id[/code], its position "
+"and weight scale are updated to the given values."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns whether the two given points are directly connected by a segment. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Clears all the points and segments."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Creates a segment between the given points. If [code]bidirectional[/code] is "
+"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
+"is allowed, not the reverse direction.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 1, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Deletes the segment between the given points. If [code]bidirectional[/code] "
+"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
+"code] is prevented, and a unidirectional segment possibly remains."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Returns the next available point ID with no point associated to it."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the ID of the closest point to [code]to_position[/code], optionally "
+"taking disabled points into account. Returns [code]-1[/code] if there are no "
+"points in the points pool.\n"
+"[b]Note:[/b] If several points are the closest to [code]to_position[/code], "
+"the one with the smallest ID will be returned, ensuring a deterministic "
+"result."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns the closest position to [code]to_position[/code] that resides inside "
+"a segment between two connected points.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
+"(0, 3, 0)\n"
+"[/codeblock]\n"
+"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
+"5[/code]. It's the closest position in the segment to the given point."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns an array with the IDs of the points that form the path found by "
+"AStar between the given points. The array is ordered from the starting point "
+"to the ending point of the path.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
+"[/codeblock]\n"
+"If you change the 2nd point's weight to 3, then the result will be [code][1, "
+"4, 3][/code] instead, because now even though the distance is longer, it's "
+"\"easier\" to get through point 4 than through point 2."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the capacity of the structure backing the points, useful in "
+"conjunction with [code]reserve_space[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns an array with the IDs of the points that form the connection with "
+"the given point.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0))\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Returns the number of points currently in the points pool."
+msgstr ""
+
+#: doc/classes/AStar.xml
+msgid ""
+"Returns an array with the points that are in the path found by AStar between "
+"the given points. The array is ordered from the starting point to the ending "
+"point of the path.\n"
+"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
+"will return an empty [PoolVector3Array] and will print an error message."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the position of the point associated with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns the weight scale of the point associated with the given [code]id[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid "Returns an array of all points."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns whether a point associated with the given [code]id[/code] exists."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Returns whether a point is disabled or not for pathfinding. By default, all "
+"points are enabled."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Removes the point associated with the given [code]id[/code] from the points "
+"pool."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Reserves space internally for [code]num_nodes[/code] points, useful if "
+"you're adding a known large number of points at once, for a grid for "
+"instance. New capacity must be greater or equals to old capacity."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Disables or enables the specified point for pathfinding. Useful for making a "
+"temporary obstacle."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Sets the [code]position[/code] for the point with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml doc/classes/AStar2D.xml
+msgid ""
+"Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
+"code]. The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid "AStar class representation that uses 2D vectors as edges."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D "
+"vectors."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [code]AStar2D[/code] class."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Called when estimating the cost between a point and the path's ending "
+"point.\n"
+"Note that this function is hidden in the default [code]AStar2D[/code] class."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Adds a new point at the given position with the given identifier. The "
+"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
+"be 0.0 or greater.\n"
+"The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point. Thus, all else being equal, "
+"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
+"path.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
+"weight_scale 4 and id 1\n"
+"[/codeblock]\n"
+"If there already exists a point for the given [code]id[/code], its position "
+"and weight scale are updated to the given values."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns whether there is a connection/segment between the given points. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Creates a segment between the given points. If [code]bidirectional[/code] is "
+"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
+"is allowed, not the reverse direction.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 1))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns the closest position to [code]to_position[/code] that resides inside "
+"a segment between two connected points.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
+"3)\n"
+"[/codeblock]\n"
+"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
+"5[/code]. It's the closest position in the segment to the given point."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns an array with the IDs of the points that form the path found by "
+"AStar2D between the given points. The array is ordered from the starting "
+"point to the ending point of the path.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
+"[/codeblock]\n"
+"If you change the 2nd point's weight to 3, then the result will be [code][1, "
+"4, 3][/code] instead, because now even though the distance is longer, it's "
+"\"easier\" to get through point 4 than through point 2."
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns an array with the IDs of the points that form the connection with "
+"the given point.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1))\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar2D.xml
+msgid ""
+"Returns an array with the points that are in the path found by AStar2D "
+"between the given points. The array is ordered from the starting point to "
+"the ending point of the path.\n"
+"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
+"will return an empty [PoolVector2Array] and will print an error message."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"Crops out one part of a texture, such as a texture from a texture atlas."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"[Texture] resource that crops out one part of the [member atlas] texture, "
+"defined by [member region]. The main use case is cropping out textures from "
+"a texture atlas, which is a big texture file that packs multiple smaller "
+"textures. Consists of a [Texture] for the [member atlas], a [member region] "
+"that defines the area of [member atlas] to use, and a [member margin] that "
+"defines the border width.\n"
+"[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in "
+"nodes such as [TextureRect], and does not work properly if used inside of "
+"other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be "
+"used to crop multiple textures from the atlas. Using a texture atlas helps "
+"to optimize video memory costs and render calls compared to using multiple "
+"small files.\n"
+"[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture."
+"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
+"when using an AtlasTexture."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid "The texture that contains the atlas. Can be any [Texture] subtype."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"If [code]true[/code], clips the area outside of the region to avoid bleeding "
+"of the surrounding texture pixels."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid ""
+"The margin around the region. The [Rect2]'s [member Rect2.size] parameter "
+"(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
+"margin."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml
+msgid "The AtlasTexture's used region."
+msgstr ""
+
+#: doc/classes/AudioBusLayout.xml
+msgid "Stores information about the audio buses."
+msgstr ""
+
+#: doc/classes/AudioBusLayout.xml
+msgid ""
+"Stores position, muting, solo, bypass, effects, effect position, volume, and "
+"the connections between buses. See [AudioServer] for usage."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml
+msgid "Audio effect for audio."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml
+msgid ""
+"Base resource for audio bus. Applies an audio effect on the bus that the "
+"resource is applied on."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Audio Mic Record Demo"
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml
+msgid ""
+"Adds an amplifying audio effect to an audio bus.\n"
+"Increases or decreases the volume of the selected audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml
+msgid "Increases or decreases the volume being routed through the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml
+msgid ""
+"Amount of amplification in decibels. Positive values make the sound louder, "
+"negative values make it quieter. Value can range from -80 to 24."
+msgstr ""
+
+#: doc/classes/AudioEffectBandLimitFilter.xml
+msgid "Adds a band limit filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectBandLimitFilter.xml
+msgid ""
+"Limits the frequencies in a range around the [member AudioEffectFilter."
+"cutoff_hz] and allows frequencies outside of this range to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectBandPassFilter.xml
+msgid "Adds a band pass filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectBandPassFilter.xml
+msgid ""
+"Attenuates the frequencies inside of a range around the [member "
+"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Captures audio from an audio bus in real-time."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"AudioEffectCapture is an AudioEffect which copies all audio frames from the "
+"attached audio effect bus into its internal ring buffer.\n"
+"Application code should consume these audio frames from this ring buffer "
+"using [method get_buffer] and process it as needed, for example to capture "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
+"microphone, the format of the samples will be stereo 32-bit floating point "
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
+"available to read in the internal ring buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Clears the internal ring buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Gets the next [code]frames[/code] audio samples from the internal ring "
+"buffer.\n"
+"Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio "
+"samples if available, or an empty [PoolVector2Array] if insufficient data "
+"was available."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Returns the total size of the internal ring buffer in frames."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Returns the number of audio frames discarded from the audio bus due to full "
+"buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Returns the number of frames available to read using [method get_buffer]."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid "Returns the number of audio frames inserted from the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml
+msgid ""
+"Length of the internal ring buffer, in seconds. Setting the buffer length "
+"will have no effect if already initialized."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "Adds a chorus audio effect."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid ""
+"Adds a chorus audio effect. The effect applies a filter with voices to "
+"duplicate the audio source and manipulate it through the filter."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The effect's raw signal."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's cutoff frequency."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's signal delay."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice filter's depth."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's volume."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's pan level."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The voice's filter rate."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The amount of voices in the effect."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml
+msgid "The effect's processed signal."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Adds a compressor audio effect to an audio bus.\n"
+"Reduces sounds that exceed a certain threshold level, smooths out the "
+"dynamics and increases the overall volume."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Dynamic range compressor reduces the level of the sound when the amplitude "
+"goes over a certain threshold in Decibels. One of the main uses of a "
+"compressor is to increase the dynamic range by clipping as little as "
+"possible (when sound goes over 0dB).\n"
+"Compressor has many uses in the mix:\n"
+"- In the Master bus to compress the whole output (although an "
+"[AudioEffectLimiter] is probably better).\n"
+"- In voice channels to ensure they sound as balanced as possible.\n"
+"- Sidechained. This can reduce the sound level sidechained with another "
+"audio bus for threshold detection. This technique is common in video game "
+"mixing to the level of music and SFX while voices are being heard.\n"
+"- Accentuates transients by using a wider attack, making effects sound more "
+"punchy."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Compressor's reaction time when the signal exceeds the threshold, in "
+"microseconds. Value can range from 20 to 2000."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid "Gain applied to the output signal."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Balance between original signal and effect signal. Value can range from 0 "
+"(totally dry) to 1 (totally wet)."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Amount of compression applied to the audio once it passes the threshold "
+"level. The higher the ratio, the more the loud parts of the audio will be "
+"compressed. Value can range from 1 to 48."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"Compressor's delay time to stop reducing the signal after the signal level "
+"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid "Reduce the sound level using another audio bus for threshold detection."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml
+msgid ""
+"The level above which compression is applied to the audio. Value can range "
+"from -60 to 0."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Adds a delay audio effect to an audio bus. Plays input signal back after a "
+"period of time.\n"
+"Two tap delay and feedback options."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Plays input signal back after a period of time. The delayed signal may be "
+"played back multiple times to create the sound of a repeating, decaying "
+"echo. Delay effects range from a subtle echo effect to a pronounced blending "
+"of previous sounds with new sounds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Output percent of original sound. At 0, only delayed sounds are output. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "If [code]true[/code], feedback is enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "Feedback delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "Sound level for [code]tap1[/code]."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Low-pass filter for feedback, in Hz. Frequencies below this value are "
+"filtered out of the source signal."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "If [code]true[/code], [code]tap1[/code] will be enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "[code]tap1[/code] delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
+"1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "[b]Tap2[/b] delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid "Sound level for [code]tap2[/code]."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml
+msgid ""
+"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
+"1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Adds a distortion audio effect to an Audio bus.\n"
+"Modify the sound to make it distorted."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, "
+"or waveshape.\n"
+"By distorting the waveform the frequency content change, which will often "
+"make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound "
+"coming from some saturated device or speaker very efficiently."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid "Distortion power. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"High-pass filter, in Hz. Frequencies higher than this value will not be "
+"affected by the distortion. Value can range from 1 to 20000."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid "Distortion type."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Increases or decreases the volume after the effect. Value can range from -80 "
+"to 24."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Increases or decreases the volume before the effect. Value can range from "
+"-60 to 60."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Digital distortion effect which cuts off peaks at the top and bottom of the "
+"waveform."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Low-resolution digital distortion effect. You can use it to emulate the "
+"sound of early digital audio devices."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Emulates the warm distortion produced by a field effect transistor, which is "
+"commonly used in solid-state musical instrument amplifiers."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml
+msgid ""
+"Waveshaper distortions are used mainly by electronic musicians to achieve an "
+"extra-abrasive sound."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid ""
+"Base class for audio equalizers. Gives you control over frequencies.\n"
+"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] "
+"or [AudioEffectEQ21] don't fit your needs."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid ""
+"AudioEffectEQ gives you control over frequencies. Use it to compensate for "
+"existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
+"to completely master a mix and give it more character. They are also useful "
+"when a game is run on a mobile device, to adjust the mix to that kind of "
+"speakers (it can be added but disabled when headphones are plugged)."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid "Returns the number of bands of the equalizer."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid "Returns the band's gain at the specified index, in dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml
+msgid "Sets band's gain at the specified index, in dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ10.xml
+msgid ""
+"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control "
+"over frequencies from 31 Hz to 16000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ10.xml
+msgid ""
+"Frequency bands:\n"
+"Band 1: 31 Hz\n"
+"Band 2: 62 Hz\n"
+"Band 3: 125 Hz\n"
+"Band 4: 250 Hz\n"
+"Band 5: 500 Hz\n"
+"Band 6: 1000 Hz\n"
+"Band 7: 2000 Hz\n"
+"Band 8: 4000 Hz\n"
+"Band 9: 8000 Hz\n"
+"Band 10: 16000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ21.xml
+msgid ""
+"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control "
+"over frequencies from 22 Hz to 22000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ21.xml
+msgid ""
+"Frequency bands:\n"
+"Band 1: 22 Hz\n"
+"Band 2: 32 Hz\n"
+"Band 3: 44 Hz\n"
+"Band 4: 63 Hz\n"
+"Band 5: 90 Hz\n"
+"Band 6: 125 Hz\n"
+"Band 7: 175 Hz\n"
+"Band 8: 250 Hz\n"
+"Band 9: 350 Hz\n"
+"Band 10: 500 Hz\n"
+"Band 11: 700 Hz\n"
+"Band 12: 1000 Hz\n"
+"Band 13: 1400 Hz\n"
+"Band 14: 2000 Hz\n"
+"Band 15: 2800 Hz\n"
+"Band 16: 4000 Hz\n"
+"Band 17: 5600 Hz\n"
+"Band 18: 8000 Hz\n"
+"Band 19: 11000 Hz\n"
+"Band 20: 16000 Hz\n"
+"Band 21: 22000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ6.xml
+msgid ""
+"Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over "
+"frequencies from 32 Hz to 10000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ6.xml
+msgid ""
+"Frequency bands:\n"
+"Band 1: 32 Hz\n"
+"Band 2: 100 Hz\n"
+"Band 3: 320 Hz\n"
+"Band 4: 1000 Hz\n"
+"Band 5: 3200 Hz\n"
+"Band 6: 10000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Adds a filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Allows frequencies other than the [member cutoff_hz] to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Threshold frequency for the filter, in Hz."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Gain amount of the frequencies after the filter."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml
+msgid "Amount of boost in the frequency range near the cutoff frequency."
+msgstr ""
+
+#: doc/classes/AudioEffectHighPassFilter.xml
+msgid "Adds a high-pass filter to the Audio Bus."
+msgstr ""
+
+#: doc/classes/AudioEffectHighPassFilter.xml
+msgid ""
+"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
+"allows higher frequencies to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectHighShelfFilter.xml
+msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid "Adds a soft-clip limiter audio effect to an Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"A limiter is similar to a compressor, but it's less flexible and designed to "
+"disallow sound going over a given dB threshold. Adding one in the Master bus "
+"is always recommended to reduce the effects of clipping.\n"
+"Soft clipping starts to reduce the peaks a little below the threshold level "
+"and progressively increases its effect as the input level increases such "
+"that the threshold is never exceeded."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"The waveform's maximum allowed value, in decibels. Value can range from -20 "
+"to -0.1."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"Applies a gain to the limited waves, in decibels. Value can range from 0 to "
+"6."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml
+msgid ""
+"Threshold from which the limiter begins to be active, in decibels. Value can "
+"range from -30 to 0."
+msgstr ""
+
+#: doc/classes/AudioEffectLowPassFilter.xml
+msgid "Adds a low-pass filter to the Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectLowPassFilter.xml
+msgid ""
+"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
+"allows lower frequencies to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectLowShelfFilter.xml
+msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
+msgstr ""
+
+#: doc/classes/AudioEffectNotchFilter.xml
+msgid "Adds a notch filter to the Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectNotchFilter.xml
+msgid ""
+"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
+"cutoff_hz] and cuts frequencies outside of this range."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml
+msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml
+msgid ""
+"Determines how much of an audio signal is sent to the left and right buses."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml
+msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Adds a phaser audio effect to an Audio bus.\n"
+"Combines the original signal with a copy that is slightly out of phase with "
+"the original."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Combines phase-shifted signals with the original signal. The movement of the "
+"phase-shifted signals is controlled using a low-frequency oscillator."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Governs how high the filter frequencies sweep. Low value will primarily "
+"affect bass frequencies. High value can sweep high into the treble. Value "
+"can range from 0.1 to 4."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Determines the maximum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Determines the minimum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml
+msgid ""
+"Adjusts the rate in Hz at which the effect sweeps up and down across the "
+"frequency range."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"Adds a pitch-shifting audio effect to an Audio bus.\n"
+"Raises or lowers the pitch of original sound."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"Allows modulation of pitch independently of tempo. All frequencies can be "
+"increased/decreased with minimal effect on transients."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"The size of the [url=https://en.wikipedia.org/wiki/"
+"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
+"smooth out the effect over time, but have greater latency. The effects of "
+"this higher latency are especially noticeable on sounds that have sudden "
+"amplitude changes."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"The oversampling factor to use. Higher values result in better quality, but "
+"are more demanding on the CPU and may cause audio cracking if the CPU can't "
+"keep up."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+msgid ""
+"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
+"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
+"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
+"the initial pitch)."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
+"but least stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
+"less stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
+"compromise between latency and stability over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
+"but stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"Use a buffer of 4096 samples for the Fast Fourier transform. Highest "
+"latency, but most stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid "Represents the size of the [enum FFT_Size] enum."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Audio effect used for recording the sound from an audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid ""
+"Allows the user to record the sound from an audio bus. This can include all "
+"audio output by Godot when used on the \"Master\" audio bus.\n"
+"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
+"It sets and gets the format in which the audio file will be recorded (8-bit, "
+"16-bit, or compressed). It checks whether or not the recording is active, "
+"and if it is, records the sound. It then returns the recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Recording with microphone"
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Returns the recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid "Returns whether the recording is active or not."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid ""
+"If [code]true[/code], the sound will be recorded. Note that restarting the "
+"recording will remove the previously recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml
+msgid ""
+"Specifies the format in which the sample will be recorded. See [enum "
+"AudioStreamSample.Format] for available formats."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Adds a reverberation audio effect to an Audio bus.\n"
+"Simulates the sound of acoustic environments such as rooms, concert halls, "
+"caverns, or an open spaces."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Simulates rooms of different sizes. Its parameters can be adjusted to "
+"simulate the sound of a specific room."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Defines how reflective the imaginary room's walls are. Value can range from "
+"0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Output percent of original sound. At 0, only modified sound is outputted. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"High-pass filter passes signals with a frequency higher than a certain "
+"cutoff frequency and attenuates signals with frequencies lower than the "
+"cutoff frequency. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid "Output percent of predelay. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Time between the original signal and the early reflections of the reverb "
+"signal, in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Dimensions of simulated room. Bigger means more echoes. Value can range from "
+"0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml
+msgid ""
+"Output percent of modified sound. At 0, only original sound is outputted. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid "Audio effect that can be used for real-time audio visualizations."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"This audio effect does not affect sound output, but can be used for real-"
+"time audio visualizations.\n"
+"See also [AudioStreamGenerator] for procedurally generating sounds."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
+#: doc/classes/CanvasItem.xml
+msgid "Audio Spectrum Demo"
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+#: doc/classes/AudioStreamGenerator.xml
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid "Godot 3.2 will get new audio features"
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"The length of the buffer to keep (in seconds). Higher values keep data "
+"around for longer, but require more memory."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml
+msgid ""
+"The size of the [url=https://en.wikipedia.org/wiki/"
+"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
+"smooth out the spectrum analysis over time, but have greater latency. The "
+"effects of this higher latency are especially noticeable with sudden "
+"amplitude changes."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
+msgid "Use the average value as magnitude."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
+msgid "Use the maximum value as magnitude."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Server interface for low-level audio access."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"[AudioServer] is a low-level server interface for audio access. It is in "
+"charge of creating sample data (playable audio) as well as its playback via "
+"a voice interface."
+msgstr ""
+
+#: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml
+msgid "Audio Device Changer Demo"
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Adds a bus at [code]at_position[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at "
+"[code]at_position[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Generates an [AudioBusLayout] using the available buses and effects."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the amount of channels of the bus at index [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
+"[code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the [AudioEffectInstance] assigned to the given bus and effect "
+"indices (and optionally channel)."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the index of the bus with the name [code]bus_name[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the name of the bus with the index [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the peak volume of the left speaker at bus index [code]bus_idx[/"
+"code] and channel index [code]channel[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the peak volume of the right speaker at bus index [code]bus_idx[/"
+"code] and channel index [code]channel[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Returns the name of the bus that the bus at index [code]bus_idx[/code] sends "
+"to."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the names of all audio devices detected on the system."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the sample rate at the output of the [AudioServer]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the audio driver's output latency."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the speaker configuration."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the relative time since the last mix occurred."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Returns the relative time until the next mix occurs."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing "
+"effects."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus "
+"at index [code]bus_idx[/code] is enabled."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Locks the audio driver's main loop.\n"
+"[b]Note:[/b] Remember to unlock it afterwards."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Removes the bus at index [code]index[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Removes the effect at index [code]effect_idx[/code] from the bus at index "
+"[code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Overwrites the currently used [AudioBusLayout]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Connects the output of the bus at [code]bus_idx[/code] to the bus named "
+"[code]send[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Unlocks the audio driver's main loop. (After locking it, you should always "
+"unlock it.)"
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Number of available audio buses."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Name of the current device for audio output (see [method get_device_list]). "
+"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
+"this can be used to select the audio output device. The value "
+"[code]\"Default\"[/code] will play audio on the system-wide default audio "
+"output. If an invalid device name is set, the value will be reverted back to "
+"[code]\"Default\"[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid ""
+"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
+"code] will make the audio be played twice as fast)."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Emitted when the [AudioBusLayout] changes."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "Two or fewer speakers were detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "A 3.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "A 5.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml
+msgid "A 7.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioStream.xml
+msgid "Base class for audio streams."
+msgstr ""
+
+#: doc/classes/AudioStream.xml
+msgid ""
+"Base class for audio streams. Audio streams are used for sound effects and "
+"music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
+"[AudioStreamOGGVorbis]) file formats."
+msgstr ""
+
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
+msgid "Audio streams"
+msgstr ""
+
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
+msgid "Audio Generator Demo"
+msgstr ""
+
+#: doc/classes/AudioStream.xml
+msgid "Returns the length of the audio stream in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid "Audio stream that generates sounds procedurally."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid ""
+"This audio stream does not play back sounds, but expects a script to "
+"generate audio data for it instead. See also "
+"[AudioStreamGeneratorPlayback].\n"
+"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
+"spectrum analysis.\n"
+"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
+"or from a compiled language via GDNative. If you still want to use this "
+"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
+"Hz or 22,050 Hz."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid ""
+"The length of the buffer to generate (in seconds). Lower values result in "
+"less latency, but require the script to generate audio data faster, "
+"resulting in increased CPU usage and more risk for audio cracking if the CPU "
+"can't keep up."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml
+msgid ""
+"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
+"to generate, but result in better quality.\n"
+"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
+"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
+"[code]48000[/code].\n"
+"According to the [url=https://en.wikipedia.org/wiki/"
+"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
+"url], there is no quality difference to human hearing when going past 40,000 "
+"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
+"are generating lower-pitched sounds such as voices, lower sample rates such "
+"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
+"quality."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid "Plays back audio generated using [AudioStreamGenerator]."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"This class is meant to be used with [AudioStreamGenerator] to play back the "
+"generated audio in real-time."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be "
+"pushed to the audio sample data buffer without overflowing it, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid "Clears the audio sample data buffer."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Pushes several audio data frames to the buffer. This is usually more "
+"efficient than [method push_frame] in C# and compiled languages via "
+"GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml
+msgid ""
+"Pushes a single audio data frame to the buffer. This is usually less "
+"efficient than [method push_buffer] in C# and compiled languages via "
+"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+msgid "MP3 audio stream driver."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid "Contains the audio data in bytes."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid ""
+"If [code]true[/code], the stream will automatically loop when it reaches the "
+"end."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid "Time in seconds at which the stream starts after being looped."
+msgstr ""
+
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
+msgid "OGG Vorbis audio stream driver."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayback.xml
+msgid "Meta class for playing back audio."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayback.xml
+msgid ""
+"Can play, loop, pause a scroll through audio. See [AudioStream] and "
+"[AudioStreamOGGVorbis] for usage."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Plays back audio non-positionally."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"Plays an audio stream non-positionally.\n"
+"To play audio positionally, use [AudioStreamPlayer2D] or "
+"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Returns the position in the [AudioStream] in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Plays the audio from the given [code]from_position[/code], in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Sets the position from which audio will be played, in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Stops the audio."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid "If [code]true[/code], audio plays when added to scene tree."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"If the audio configuration has more than two speakers, this sets the target "
+"channels. See [enum MixTarget] constants."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"The pitch and the tempo of the audio, as a multiplier of the audio sample's "
+"sample rate."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "If [code]true[/code], audio is playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid "The [AudioStream] object to be played."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"If [code]true[/code], the playback is paused. You can resume it by setting "
+"[code]stream_paused[/code] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "Volume of sound, in dB."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Emitted when the audio stops playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "The audio will be played only on the first channel."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid "The audio will be played on all surround channels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml
+msgid ""
+"The audio will be played on the second channel, which is usually the center."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Plays positional sound in 2D space."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
+"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
+"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
+"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
+"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
+"audible to human hearing)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
+msgid "Returns the position in the [AudioStream]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer2D]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Plays the audio from the given position [code]from_position[/code], in "
+"seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid ""
+"Determines which [Area2D] layers affect the sound for reverb and audio bus "
+"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
+"certain audio bus. An example of how you might use this is making a "
+"\"water\" area so that sounds played in the water are redirected through an "
+"audio bus to make them sound like they are being played underwater."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Dampens audio over distance with this as an exponent."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Maximum distance from which audio is still hearable."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml
+msgid "Base volume without dampening."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Plays positional sound in 3D space."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Plays a sound effect with directed sound effects, dampens with distance if "
+"needed, generates effect of hearable position in space. For greater realism, "
+"a low-pass filter is automatically applied to distant sounds. This can be "
+"disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/"
+"code].\n"
+"By default, audio is heard from the camera position. This can be changed by "
+"adding a [Listener] node to the scene and enabling it by calling [method "
+"Listener.make_current] on it.\n"
+"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
+"[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio "
+"output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set "
+"[member unit_db] to a very low value like [code]-100[/code] (which isn't "
+"audible to human hearing)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer3D]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Determines which [Area] layers affect the sound for reverb and audio bus "
+"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
+"certain audio bus. An example of how you might use this is making a "
+"\"water\" area so that sounds played in the water are redirected through an "
+"audio bus to make them sound like they are being played underwater."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Dampens audio using a low-pass filter above this frequency, in Hz. To "
+"disable the dampening effect entirely, set this to [code]20500[/code] as "
+"this frequency is above the human hearing limit."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Amount how much the filter affects the loudness, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Decides if audio should get quieter with distance linearly, quadratically, "
+"logarithmically, or not be affected by distance, effectively disabling "
+"attenuation."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
+"to scene tree."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Decides in which step the [url=https://en.wikipedia.org/wiki/"
+"Doppler_effect]Doppler effect[/url] should be calculated.\n"
+"[b]Note:[/b] Only effective if the current [Camera]'s [member Camera."
+"doppler_tracking] property is set to a value other than [constant Camera."
+"DOPPLER_TRACKING_DISABLED]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "The angle in which the audio reaches cameras undampened."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"If [code]true[/code], the audio should be dampened according to the "
+"direction of the sound."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Dampens audio if camera is outside of [member emission_angle_degrees] and "
+"[member emission_angle_enabled] is set by this factor, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Sets the absolute maximum of the soundlevel, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Sets the distance from which the [member out_of_range_mode] takes effect. "
+"Has no effect if set to 0."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Decides if audio should pause when source is outside of [member "
+"max_distance] range."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "The [AudioStream] resource to be played."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"If [code]true[/code], the playback is paused. You can resume it by setting "
+"[member stream_paused] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "The base sound level unaffected by dampening, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"The factor for the attenuation effect. Higher values make the sound audible "
+"over a larger distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Linear dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Squared dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Logarithmic dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"No dampening of loudness according to distance. The sound will still be "
+"heard positionally, unlike an [AudioStreamPlayer]. [constant "
+"ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
+"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
+"sphere of a defined size."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Mix this audio in, even when it's out of range. This increases CPU usage, "
+"but keeps the sound playing at the correct position if the camera leaves and "
+"enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Pause this audio when it gets out of range. This decreases CPU usage, but "
+"will cause the sound to restart if the camera leaves and enters the "
+"[AudioStreamPlayer3D]'s [member max_distance] radius."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Disables doppler tracking."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid "Executes doppler tracking in idle step (every rendered frame)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml
+msgid ""
+"Executes doppler tracking in physics step (every simulated physics frame)."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "Plays audio with random pitch shifting."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "Randomly varies pitch on each start."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "The current [AudioStream]."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml
+msgid "The intensity of random pitch variation."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Stores audio data loaded from WAV files."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"AudioStreamSample stores sound samples loaded from WAV files. To play the "
+"stored sound, use an [AudioStreamPlayer] (for non-positional audio) or "
+"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The "
+"sound can be looped.\n"
+"This class can also be used to store dynamically-generated PCM audio data. "
+"See also [AudioStreamGenerator] for procedural audio generation."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with "
+"IMA ADPCM format can't be saved.\n"
+"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
+"[code]path[/code] if it is missing."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Contains the audio data in bytes.\n"
+"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned "
+"PCM8 to signed PCM8, subtract 128 from each byte."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Audio format. See [enum Format] constants for values."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The loop start point (in number of samples, relative to the beginning of the "
+"sample). This information will be imported automatically from the WAV file "
+"if present."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The loop end point (in number of samples, relative to the beginning of the "
+"sample). This information will be imported automatically from the WAV file "
+"if present."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The loop mode. This information will be imported automatically from the WAV "
+"file if present. See [enum LoopMode] constants for values."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"The sample rate for mixing this audio. Higher values require more storage "
+"space, but result in better quality.\n"
+"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
+"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
+"[code]48000[/code].\n"
+"According to the [url=https://en.wikipedia.org/wiki/"
+"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
+"url], there is no quality difference to human hearing when going past 40,000 "
+"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
+"are using lower-pitched sounds such as voices, lower sample rates such as "
+"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
+"quality."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "If [code]true[/code], audio is stereo."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "8-bit audio codec."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "16-bit audio codec."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Audio is compressed using IMA ADPCM."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid "Audio does not loop."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing forward only."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing back and forth."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing backward only."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"Copies a region of the screen (or the whole screen) to a buffer so it can be "
+"accessed in your shader scripts through the "
+"[code]texture(SCREEN_TEXTURE, ...)[/code] function."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"Node for back-buffering the currently-displayed screen. The region defined "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
+"covers, or the entire screen according to the copy mode set. Use the "
+"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
+"access the buffer.\n"
+"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
+"anchors and margins won't apply to child [Control]-derived nodes. This can "
+"be problematic when resizing the window. To avoid this, add [Control]-"
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
+"adding them as children."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid "Buffer mode. See [enum CopyMode] constants."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
+"[constant COPY_MODE_RECT]."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid ""
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
+"directly use the portion of screen it covers."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid "[BackBufferCopy] buffers a rectangular region."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml
+msgid "[BackBufferCopy] buffers the entire screen."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Prerendered indirect light map for a scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Baked lightmaps are an alternative workflow for adding indirect (or baked) "
+"lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work "
+"fine on low-end PCs and mobile devices as they consume almost no resources "
+"in run-time.\n"
+"[b]Procedural generation:[/b] Lightmap baking functionality is only "
+"available in the editor. This means [BakedLightmap] is not suited to "
+"procedurally generated or user-built levels. For procedurally generated or "
+"user-built levels, use [GIProbe] instead.\n"
+"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible "
+"effect once lightmaps are baked again."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Bakes the lightmap, scanning from the given [code]from_node[/code] root and "
+"saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If "
+"no root node is provided, parent of this node will be used as root instead. "
+"If no save path is provided it will try to match the path from the current "
+"[member light_data]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"If [code]true[/code], the lightmapper will merge the textures for all meshes "
+"into one or several large layered textures. If [code]false[/code], every "
+"mesh will get its own lightmap texture, which is less efficient.\n"
+"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
+"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
+"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
+"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
+"set to [code]false[/code] so that the resulting lightmap is visible in both "
+"GLES3 and GLES2."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Maximum size of each lightmap layer, only used when [member atlas_generate] "
+"is enabled."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Raycasting bias used during baking to avoid floating point precision issues."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The energy multiplier for each bounce. Higher values will make indirect "
+"lighting brighter. A value of [code]1.0[/code] represents physically "
+"accurate behavior, but higher values can be used to make indirect lighting "
+"propagate more visibly when using a low number of bounces. This can be used "
+"to speed up bake times by lowering the number of [member bounces] then "
+"increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData."
+"energy], this property does not affect direct lighting emitted by light "
+"nodes, emissive materials and the environment.\n"
+"[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
+"bounces] is set to a value greater than or equal to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Number of light bounces that are taken into account during baking. See also "
+"[member bounce_indirect_energy]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Grid size used for real-time capture information on dynamic objects."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"When enabled, an octree containing the scene's lighting information will be "
+"computed. This octree will then be used to light dynamic objects in the "
+"scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Bias value to reduce the amount of light propagation in the captured octree."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Bake quality of the capture data."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"If a baked mesh doesn't have a UV2 size hint, this value will be used to "
+"roughly compute a suitable lightmap size."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The environment color when [member environment_mode] is set to [constant "
+"ENVIRONMENT_MODE_CUSTOM_COLOR]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The energy scaling factor when when [member environment_mode] is set to "
+"[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant "
+"ENVIRONMENT_MODE_CUSTOM_SKY]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"The [Sky] resource to use when [member environment_mode] is set o [constant "
+"ENVIRONMENT_MODE_CUSTOM_SKY]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The rotation of the baked custom sky."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Minimum ambient light for all the lightmap texels. This doesn't take into "
+"account any occlusion from the scene's geometry, it simply ensures a minimum "
+"amount of light on all the lightmap texels. Can be used for artistic control "
+"on shadow color."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Decides which environment to use during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Size of the baked lightmap. Only meshes inside this region will be included "
+"in the baked lightmap, also used as the bounds of the captured region for "
+"dynamic lighting."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Deprecated, in previous versions it determined the location where lightmaps "
+"were be saved."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The calculated light data."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Determines the amount of samples per texel used in indirect light baking. "
+"The amount of samples for each quality level can be configured in the "
+"project settings."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Store full color values in the lightmap textures. When disabled, lightmap "
+"textures will store a single brightness channel. Can be disabled to reduce "
+"disk usage if the scene contains only white lights or you don't mind losing "
+"color information in indirect lighting."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"When enabled, a lightmap denoiser will be used to reduce the noise inherent "
+"to Monte Carlo based global illumination."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"If [code]true[/code], stores the lightmap textures in a high dynamic range "
+"format (EXR). If [code]false[/code], stores the lightmap texture in a low "
+"dynamic range PNG image. This can be set to [code]false[/code] to reduce "
+"disk usage, but light values over 1.0 will be clamped and you may see "
+"banding caused by the reduced precision.\n"
+"[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease "
+"lightmap banding even when using the GLES2 backend or if [member "
+"ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The lowest bake quality mode. Fastest to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The default bake quality mode."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "A higher bake quality mode. Takes longer to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The highest bake quality mode. Takes the longest to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Baking was successful."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Returns if no viable save path is found. This can happen where an [member "
+"image_path] is not specified or when the save location is invalid."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
+msgid "Currently unused."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Returns when the baker cannot save per-mesh textures to file."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The size of the generated lightmaps is too large."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "Returns if user cancels baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"Returns if lightmapper can't be created. Unless you are using a custom "
+"lightmapper, please report this as bug."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid ""
+"There is no root node to start baking from. Either provide [code]from_node[/"
+"code] argument or attach this node to a parent that should be used as root."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "No environment is used during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "The baked environment is automatically picked from the current scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "A custom sky is used as environment during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml
+msgid "A custom solid color is used as environment during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmapData.xml
+msgid ""
+"Global energy multiplier for baked and dynamic capture objects. This can be "
+"changed at run-time without having to bake lightmaps again.\n"
+"To adjust only the energy of indirect lighting (without affecting direct "
+"lighting or emissive materials), adjust [member BakedLightmap."
+"bounce_indirect_energy] and bake lightmaps again."
+msgstr ""
+
+#: doc/classes/BakedLightmapData.xml
+msgid ""
+"Controls whether dynamic capture objects receive environment lighting or not."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Base class for different kinds of buttons."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"BaseButton is the abstract base class for buttons, so it shouldn't be used "
+"directly (it doesn't display anything). Other types of buttons inherit from "
+"it."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Called when the button is pressed. If you need to know the button's pressed "
+"state (and [member toggle_mode] is active), use [method _toggled] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Called when the button is toggled (only if [member toggle_mode] is active)."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Returns the visual state used to draw the button. This is useful mainly when "
+"implementing your own draw code by either overriding _draw() or connecting "
+"to \"draw\" signal. The visual state of the button is defined by the [enum "
+"DrawMode] enum."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Returns [code]true[/code] if the mouse has entered the button and has not "
+"left it yet."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Changes the [member pressed] state of the button, without emitting [signal "
+"toggled]. Use when you just want to change the state of the button without "
+"sending the pressed event (e.g. when initializing scene). Only works if "
+"[member toggle_mode] is [code]true[/code].\n"
+"[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
+"group]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Determines when the button is considered clicked, one of the [enum "
+"ActionMode] constants."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Binary mask to choose which mouse buttons this button will respond to.\n"
+"To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | "
+"BUTTON_MASK_RIGHT[/code]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button is in disabled state and can't be clicked "
+"or toggled."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"[i]Deprecated.[/i] This property has been deprecated due to redundancy and "
+"will be removed in Godot 4.0. This property no longer has any effect when "
+"set. Please use [member Control.focus_mode] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "[ButtonGroup] associated to the button."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button stays pressed when moving the cursor "
+"outside the button while pressing it.\n"
+"[b]Note:[/b] This property only affects the button's visual appearance. "
+"Signals will be emitted at the same moment regardless of this property's "
+"value."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button's state is pressed. Means the button is "
+"pressed down or toggled (if [member toggle_mode] is active). Only works if "
+"[member toggle_mode] is [code]true[/code].\n"
+"[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be "
+"emitted. If you want to change the pressed state without emitting that "
+"signal, use [method set_pressed_no_signal]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "[ShortCut] associated to the button."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button will add information about its shortcut in "
+"the tooltip."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"If [code]true[/code], the button is in toggle mode. Makes the button flip "
+"state between pressed and unpressed each time its area is clicked."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Emitted when the button starts being held down."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Emitted when the button stops being held down."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Emitted when the button is toggled or pressed. This is on [signal "
+"button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
+"and on [signal button_up] otherwise.\n"
+"If you need to know the button's pressed state (and [member toggle_mode] is "
+"active), use [signal toggled] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Emitted when the button was just toggled between pressed and normal states "
+"(only if [member toggle_mode] is active). The new state is contained in the "
+"[code]button_pressed[/code] argument."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
+"buttons."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are pressed."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are hovered."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are disabled."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "The state of buttons are both hovered and pressed."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid "Require just a press to consider the button clicked."
+msgstr ""
+
+#: doc/classes/BaseButton.xml
+msgid ""
+"Require a press and a subsequent release before considering the button "
+"clicked."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "3×3 matrix datatype."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"3×3 matrix used for 3D rotation and scale. Almost always used as an "
+"orthogonal basis for a Transform.\n"
+"Contains 3 vector fields X, Y and Z as its columns, which are typically "
+"interpreted as the local basis vectors of a transformation. For such use, it "
+"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
+"Can also be accessed as array of 3D vectors. These vectors are normally "
+"orthogonal to each other, but are not necessarily normalized (due to "
+"scaling).\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid "Matrices and transforms"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
+msgid "Using 3D transforms"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
+#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Matrix Transform Demo"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/CylinderShape.xml
+#: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
+#: doc/classes/DynamicFontData.xml doc/classes/File.xml doc/classes/Input.xml
+#: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml
+#: doc/classes/InputEventMouseMotion.xml doc/classes/KinematicBody.xml
+#: doc/classes/RayCast.xml doc/classes/StaticBody.xml
+#: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml
+#: doc/classes/TextureRect.xml doc/classes/Thread.xml
+#: doc/classes/VBoxContainer.xml
+msgid "3D Voxel Demo"
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
+#: doc/classes/Transform2D.xml
+msgid "2.5D Demo"
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Constructs a pure rotation basis matrix from the given quaternion."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Constructs a pure rotation basis matrix from the given Euler angles (in the "
+"YXZ convention: when *composing*, first Y, then X, and Z last), given in the "
+"vector format as (X angle, Y angle, Z angle).\n"
+"Consider using the [Quat] constructor instead, which uses a quaternion "
+"instead of Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Constructs a pure rotation basis matrix, rotated around the given "
+"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
+"normalized vector."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the determinant of the basis matrix. If the basis is uniformly "
+"scaled, its determinant is the square of the scale.\n"
+"A negative determinant means the basis has a negative scale. A zero "
+"determinant means the basis isn't invertible, and is usually considered "
+"invalid."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the basis's rotation in the form of Euler angles (in the YXZ "
+"convention: when decomposing, first Z, then X, and Y last). The returned "
+"vector contains the rotation angles in the format (X angle, Y angle, Z "
+"angle).\n"
+"Consider using the [method get_rotation_quat] method instead, which returns "
+"a [Quat] quaternion instead of Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"This function considers a discretization of rotations into 24 points on unit "
+"sphere, lying along the vectors (x,y,z) with each component being either -1, "
+"0, or 1, and returns the index of the point best representing the "
+"orientation of the object. It is mainly used by the [GridMap] editor. For "
+"further details, refer to the Godot source code."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the basis's rotation in the form of a quaternion. See [method "
+"get_euler] if you need Euler angles, but keep in mind quaternions should "
+"generally be preferred to Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Assuming that the matrix is the combination of a rotation and scaling, "
+"return the absolute value of scaling factors along each axis."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Returns the inverse of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns [code]true[/code] if this basis and [code]b[/code] are approximately "
+"equal, by calling [code]is_equal_approx[/code] on each component.\n"
+"[b]Note:[/b] For complicated reasons, the epsilon argument is always "
+"discarded. Don't use the epsilon argument, it does nothing."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns the orthonormalized version of the matrix (useful to call from time "
+"to time to avoid rounding error for orthogonal matrices). This performs a "
+"Gram-Schmidt orthonormalization on the basis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Introduce an additional rotation around the given axis by [code]angle[/code] "
+"(in radians). The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Introduce an additional scaling specified by the given 3D scaling factor."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Assuming that the matrix is a proper rotation matrix, slerp performs a "
+"spherical-linear interpolation with another rotation matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Transposed dot product with the X axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Transposed dot product with the Y axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Transposed dot product with the Z axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Returns the transposed version of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid "Returns a vector transformed (multiplied) by the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"Returns a vector transformed (multiplied) by the transposed basis matrix.\n"
+"[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
+"only if it represents a rotation-reflection."
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Transform2D.xml
+msgid ""
+"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml doc/classes/Transform2D.xml
+msgid ""
+"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The identity basis, with no rotation or scaling applied.\n"
+"This is identical to calling [code]Basis()[/code] without any parameters. "
+"This constant can be used to make your code clearer, and for consistency "
+"with C#."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis that will flip something along the X axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis that will flip something along the Y axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/Basis.xml
+msgid ""
+"The basis that will flip something along the Z axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Boolean matrix."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"A two-dimensional array of boolean values, can be used to efficiently store "
+"a binary matrix (every matrix element takes only one bit) and query the "
+"values using natural cartesian coordinates."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Returns an image of the same size as the bitmap and with a [enum Image."
+"Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap "
+"are being converted into white pixels, and [code]false[/code] bits into "
+"black."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Creates a bitmap with the specified size, filled with [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Creates a bitmap that matches the given image dimensions, every element of "
+"the bitmap is set to [code]false[/code] if the alpha value of the image at "
+"that position is equal to [code]threshold[/code] or less, and [code]true[/"
+"code] in other case."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Returns bitmap's value at the specified position."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Returns bitmap's dimensions."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Returns the amount of bitmap elements that are set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Applies morphological dilation or erosion to the bitmap. If [code]pixels[/"
+"code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] "
+"is negative, erosion is applied to the bitmap. [code]rect[/code] defines the "
+"area where the morphological operation is applied. Pixels located outside "
+"the [code]rect[/code] are unaffected by [method grow_mask]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Resizes the image to [code]new_size[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid ""
+"Sets the bitmap's element at the specified position, to the specified value."
+msgstr ""
+
+#: doc/classes/BitMap.xml
+msgid "Sets a rectangular portion of the bitmap to the specified value."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Renders text using fonts under the [url=https://www.angelcode.com/products/"
+"bmfont/]BMFont[/url] format.\n"
+"Handles files with the [code].fnt[/code] extension."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Renders text using [code]*.fnt[/code] fonts containing texture atlases. "
+"Supports distance fields. For using vector font files like TTF directly, see "
+"[DynamicFont]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Adds a character to the font, where [code]character[/code] is the Unicode "
+"value, [code]texture[/code] is the texture index, [code]rect[/code] is the "
+"region in the texture (in pixels!), [code]align[/code] is the (optional) "
+"alignment for the character and [code]advance[/code] is the (optional) "
+"advance."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are "
+"special cases where a typeface advance is determined by the next character."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Adds a texture to the [BitmapFont]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Clears all the font data and settings."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid ""
+"Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Returns a kerning pair as a difference."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Returns the font atlas texture at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Returns the number of textures in the BitmapFont atlas."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Ascent (number of pixels above the baseline)."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "If [code]true[/code], distance field hint is enabled."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "The fallback font."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml
+msgid "Total font height (ascent plus descent) in pixels."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid "Joint used with [Skeleton2D] to control and animate other nodes."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, "
+"and animate other [Node2D] nodes.\n"
+"You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate "
+"2D meshes created with the Polygon 2D UV editor.\n"
+"Each bone has a [member rest] transform that you can reset to with [method "
+"apply_rest]. These rest poses are relative to the bone's parent.\n"
+"If in the editor, you can set the rest pose of an entire skeleton using a "
+"menu option, from the code, you need to iterate over the bones to set their "
+"individual rest poses."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid "Stores the node's current transforms in [member rest]."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have "
+"a parent, or its rest pose relative to its parent."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Length of the bone's representation drawn in the editor's viewport in pixels."
+msgstr ""
+
+#: doc/classes/Bone2D.xml
+msgid ""
+"Rest transform of the bone. You can reset the node's transforms to this "
+"value using [method apply_rest]."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml
+msgid "A node that will attach to a bone."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml
+msgid ""
+"This node must be the child of a [Skeleton] node. You can then select a bone "
+"for this node to attach to. The BoneAttachment node will copy the transform "
+"of the selected bone."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml
+msgid "The name of the attached bone."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid "Boolean built-in type."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Boolean is a built-in type. There are two boolean values: [code]true[/code] "
+"and [code]false[/code]. You can think of it as a switch with on or off (1 or "
+"0) setting. Booleans are used in programming for logic in condition "
+"statements, like [code]if[/code] statements.\n"
+"Booleans can be directly used in [code]if[/code] statements. The code below "
+"demonstrates this on the [code]if can_shoot:[/code] line. You don't need to "
+"use [code]== true[/code], you only need [code]if can_shoot:[/code]. "
+"Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/"
+"code].\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot:\n"
+" pass # Perform shooting actions here.\n"
+"[/codeblock]\n"
+"The following code will only create a bullet if both conditions are met: "
+"action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/"
+"code].\n"
+"[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a "
+"boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/"
+"code] when \"shoot\" isn't pressed.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+"[/codeblock]\n"
+"The following code will set [code]can_shoot[/code] to [code]false[/code] and "
+"start a timer. This will prevent player from shooting until the timer runs "
+"out. Next [code]can_shoot[/code] will be set to [code]true[/code] again "
+"allowing player to shoot once again.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"onready var cool_down = $CoolDownTimer\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+" can_shoot = false\n"
+" cool_down.start()\n"
+"\n"
+"func _on_CoolDownTimer_timeout():\n"
+" can_shoot = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Cast an [int] value to a boolean value, this method will return [code]false[/"
+"code] if [code]0[/code] is passed in, and [code]true[/code] for all other "
+"ints."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Cast a [float] value to a boolean value, this method will return "
+"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] "
+"for all other floats."
+msgstr ""
+
+#: doc/classes/bool.xml
+msgid ""
+"Cast a [String] value to a boolean value, this method will return "
+"[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] "
+"for all non-empty strings.\n"
+"Examples: [code]bool(\"False\")[/code] returns [code]true[/code], "
+"[code]bool(\"\")[/code] returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Base class for box containers."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid ""
+"Arranges child controls vertically or horizontally, and rearranges the "
+"controls automatically when their minimum size changes."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid ""
+"Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/"
+"code] will insert the spacer control in front of other children."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid ""
+"The alignment of the container's children (must be one of [constant "
+"ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Aligns children with the beginning of the container."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Aligns children with the center of the container."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml
+msgid "Aligns children with the end of the container."
+msgstr ""
+
+#: doc/classes/BoxShape.xml
+msgid "Box shape resource."
+msgstr ""
+
+#: doc/classes/BoxShape.xml
+msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]."
+msgstr ""
+
+#: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml
+#: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml
+#: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml
+#: doc/classes/RigidBody.xml doc/classes/SphereShape.xml
+#: doc/classes/StaticBody.xml
+msgid "3D Physics Tests Demo"
+msgstr ""
+
+#: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml
+#: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml
+#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml
+#: doc/classes/MeshLibrary.xml
+msgid "3D Kinematic Character Demo"
+msgstr ""
+
+#: doc/classes/BoxShape.xml
+msgid ""
+"The box's half extents. The width, height and depth of this shape is twice "
+"the half extents."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Standard themed Button."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Button is the standard themed button. It can contain text and an icon, and "
+"will display them according to the current [Theme].\n"
+"[b]Example of creating a button and assigning an action when pressed by code:"
+"[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" button.text = \"Click me\"\n"
+" button.connect(\"pressed\", self, \"_button_pressed\")\n"
+" add_child(button)\n"
+"\n"
+"func _button_pressed():\n"
+" print(\"Hello world!\")\n"
+"[/codeblock]\n"
+"Buttons (like all Control nodes) can also be created in the editor, but some "
+"situations may require creating them from code.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node.\n"
+"[b]Note:[/b] Buttons do not interpret touch input and therefore don't "
+"support multitouch, since mouse emulation can only press one button at a "
+"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
+"movement or actions, as [TouchScreenButton] supports multitouch."
+msgstr ""
+
+#: doc/classes/Button.xml doc/classes/Dictionary.xml
+#: doc/classes/GridContainer.xml doc/classes/OS.xml
+#: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml
+#: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml
+msgid "OS Test Demo"
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Text alignment policy for the button's text, use one of the [enum TextAlign] "
+"constants."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"When this property is enabled, text that is too large to fit the button is "
+"clipped, when disabled the Button will always be wide enough to hold the "
+"text."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"When enabled, the button's icon will expand/shrink to fit the button's size "
+"while keeping its aspect."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Flat buttons don't display decoration."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Button's icon, if text is present the icon will be placed before the text.\n"
+"To edit margin and spacing of the icon, use [code]hseparation[/code] theme "
+"property of [Button] and [code]content_margin_*[/code] properties of the "
+"used [StyleBox]es."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Specifies if the icon should be aligned to the left, right, or center of a "
+"button. Uses the same [enum TextAlign] constants as the text alignment. If "
+"centered, text will draw on top of the icon."
+msgstr ""
+
+#: doc/classes/Button.xml doc/classes/LinkButton.xml
+msgid "The button's text that will be displayed inside the button's area."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Align the text to the left."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Align the text to the center."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Align the text to the right."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Default text [Color] of the [Button]."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Text [Color] used when the [Button] is disabled."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"Text [Color] used when the [Button] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Text [Color] used when the [Button] is being hovered."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Text [Color] used when the [Button] is being pressed."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "The horizontal space between [Button]'s icon and text."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[Font] of the [Button]'s text."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[StyleBox] used when the [Button] is disabled."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid ""
+"[StyleBox] used when the [Button] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[StyleBox] used when the [Button] is being hovered."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "Default [StyleBox] for the [Button]."
+msgstr ""
+
+#: doc/classes/Button.xml
+msgid "[StyleBox] used when the [Button] is being pressed."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid "Group of Buttons."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid ""
+"Group of [Button]. All direct and indirect children buttons become radios. "
+"Only one allows being pressed.\n"
+"[member BaseButton.toggle_mode] should be [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid ""
+"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
+"[member BaseButton.group])."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid "Returns the current pressed button."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml
+msgid "Emitted when one of the buttons of the group is pressed."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid "Calls the specified method after optional delay."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"[CallbackTweener] is used to call a method in a tweening sequence. See "
+"[method SceneTreeTween.tween_callback] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
+"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/CallbackTweener.xml
+msgid ""
+"Makes the callback call delayed by given time in seconds. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
+"after 2 seconds\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "Camera node, displays from a point of view."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Camera is a special node that displays what is visible from its current "
+"location. Cameras register themselves in the nearest [Viewport] node (when "
+"ascending the tree). Only one camera can be active per viewport. If no "
+"viewport is available ascending the tree, the camera will register in the "
+"global viewport. In other words, a camera just provides 3D display "
+"capabilities to a [Viewport], and, without one, a scene registered in that "
+"[Viewport] (or higher viewports) can't be displayed."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"If this is the current camera, remove it from being current. If "
+"[code]enable_next[/code] is [code]true[/code], request to make the next "
+"camera current, if any."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "Returns the camera's RID from the [VisualServer]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the transform of the camera plus the vertical ([member v_offset]) "
+"and horizontal ([member h_offset]) offsets; and any other adjustments made "
+"to the position and orientation of the camera by subclassed cameras such as "
+"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
+"cull_mask] is enabled, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the camera's frustum planes in world space units as an array of "
+"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
+"be confused with [member frustum_offset]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns [code]true[/code] if the given position is behind the camera.\n"
+"[b]Note:[/b] A position which returns [code]false[/code] may still be "
+"outside the camera's field of view."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Makes this camera the current camera for the [Viewport] (see class "
+"description). If the camera node is outside the scene tree, it will attempt "
+"to become current once it's added."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns a normal vector from the screen point location directed along the "
+"camera. Orthogonal cameras are normalized. Perspective cameras account for "
+"perspective, screen width/height, etc."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the 3D point in world space that maps to the given 2D coordinate in "
+"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
+"distance into the scene away from the camera."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns a normal vector in world space, that is the result of projecting a "
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns a 3D position in world space, that is the result of projecting a "
+"point on the [Viewport] rectangle by the inverse camera projection. This is "
+"useful for casting rays in the form of (origin, normal) for object "
+"intersection or picking."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Enables or disables the given [code]layer[/code] in the [member cull_mask]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Sets the camera projection to frustum mode (see [constant "
+"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
+"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
+"world space units. See also [member frustum_offset]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Sets the camera projection to orthogonal mode (see [constant "
+"PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the "
+"[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. "
+"(As a hint, 2D games often use this projection, with values specified in "
+"pixels.)"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Sets the camera projection to perspective mode (see [constant "
+"PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) "
+"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
+"planes in world space units."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Returns the 2D coordinate in the [Viewport] rectangle that maps to the given "
+"3D point in world space.\n"
+"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, "
+"use [method is_position_behind] to prevent them from appearing if the 3D "
+"point is behind the camera:\n"
+"[codeblock]\n"
+"# This code block is part of a script that inherits from Spatial.\n"
+"# `control` is a reference to a node inheriting from Control.\n"
+"control.visible = not get_viewport().get_camera()."
+"is_position_behind(global_transform.origin)\n"
+"control.rect_position = get_viewport().get_camera()."
+"unproject_position(global_transform.origin)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The culling mask that describes which 3D render layers are rendered by this "
+"camera."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"If [code]true[/code], the ancestor [Viewport] is currently using this "
+"camera.\n"
+"If multiple cameras are in the scene, one will always be made current. For "
+"example, if two [Camera] nodes are present in the scene and only one is "
+"current, setting one camera's [member current] to [code]false[/code] will "
+"cause the other camera to be made current."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the "
+"[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for "
+"objects changed in particular [code]_process[/code] methods. The Doppler "
+"effect is only simulated for [AudioStreamPlayer3D] nodes that have [member "
+"AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant "
+"AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n"
+"[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the "
+"Perspective menu in the top-left corner of the 3D viewport and toggle "
+"[b]Enable Doppler[/b]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "The [Environment] to use for this camera."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The distance to the far culling boundary for this camera relative to its "
+"local Z axis."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's field of view angle (in degrees). Only applicable in "
+"perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/"
+"code] sets the other axis' field of view angle.\n"
+"For reference, the default vertical field of view value ([code]70.0[/code]) "
+"is equivalent to a horizontal FOV of:\n"
+"- ~86.07 degrees in a 4:3 viewport\n"
+"- ~96.50 degrees in a 16:10 viewport\n"
+"- ~102.45 degrees in a 16:9 viewport\n"
+"- ~117.06 degrees in a 21:9 viewport"
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's frustum offset. This can be changed from the default to create "
+"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "The horizontal (X) offset of the camera viewport."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The axis to lock during [member fov]/[member size] adjustments. Can be "
+"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The distance to the near culling boundary for this camera relative to its "
+"local Z axis."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
+"objects' Z distance from the camera's local space scales their perceived "
+"size."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid "The vertical (Y) offset of the camera viewport."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Perspective projection. Objects on the screen becomes smaller when they are "
+"far away."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Orthogonal projection, also known as orthographic projection. Objects remain "
+"the same size on the screen no matter how far away they are."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Frustum projection. This mode allows adjusting [member frustum_offset] to "
+"create \"tilted frustum\" effects."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
+"usually the best option for projects running in portrait mode, as taller "
+"aspect ratios will benefit from a wider vertical FOV."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
+"usually the best option for projects running in landscape mode, as wider "
+"aspect ratios will automatically benefit from a wider horizontal FOV."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] simulation (default)."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] by tracking positions of objects that are changed in [code]_process[/"
+"code]. Changes in the relative velocity of this camera compared to those "
+"objects affect how audio is perceived (changing the audio's [member "
+"AudioStreamPlayer3D.pitch_scale])."
+msgstr ""
+
+#: doc/classes/Camera.xml
+msgid ""
+"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] by tracking positions of objects that are changed in "
+"[code]_physics_process[/code]. Changes in the relative velocity of this "
+"camera compared to those objects affect how audio is perceived (changing the "
+"audio's [member AudioStreamPlayer3D.pitch_scale])."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "Camera node for 2D scenes."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
+"following this node. This makes it easier (and faster) to program scrollable "
+"scenes than manually changing the position of [CanvasItem]-based nodes.\n"
+"This node is intended to be a simple helper to get things going quickly, but "
+"more functionality may be desired to change how the camera works. To make "
+"your own custom camera node, inherit it from [Node2D] and change the "
+"transform of the canvas by setting [member Viewport.canvas_transform] in "
+"[Viewport] (you can obtain the current [Viewport] by using [method Node."
+"get_viewport]).\n"
+"Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
+"actual position of the screen, which may differ due to applied smoothing or "
+"limits. You can use [method get_camera_screen_center] to get the real "
+"position."
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
+msgid "2D Isometric Demo"
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/Environment.xml
+#: doc/classes/WorldEnvironment.xml
+msgid "2D HDR Demo"
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "Aligns the camera to the tracked node."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
+"assigned camera."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "Forces the camera to update scroll immediately."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the camera's [code]position[/code] (the tracked point the camera "
+"attempts to follow), relative to the origin.\n"
+"[b]Note:[/b] The returned value is not the same as [member Node2D.position] "
+"or [member Node2D.global_position], as it is affected by the [code]drag[/"
+"code] properties."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the location of the [Camera2D]'s screen-center, relative to the "
+"origin.\n"
+"[b]Note:[/b] The real [code]position[/code] of the camera may be different, "
+"see [method get_camera_position]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the specified margin. See also [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Returns the specified camera limit. See also [member limit_bottom], [member "
+"limit_top], [member limit_left], and [member limit_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Make this the current 2D camera for the scene (viewport and layer), in case "
+"there are many cameras in the scene."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Sets the camera's position immediately to its current smoothing "
+"destination.\n"
+"This method has no effect if [member smoothing_enabled] is [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Sets the specified margin. See also [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Sets the specified camera limit. See also [member limit_bottom], [member "
+"limit_top], [member limit_left], and [member limit_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera is the active camera for the current scene. "
+"Only one camera can be current, so setting a different camera [code]current[/"
+"code] will disable this one."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
+"or not a [Viewport], uses the default viewport instead."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera only moves when reaching the horizontal "
+"drag margins. If [code]false[/code], the camera moves horizontally "
+"regardless of margins."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera only moves when reaching the vertical drag "
+"margins. If [code]false[/code], the camera moves vertically regardless of "
+"margins."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], draws the camera's limits rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], draws the camera's screen rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Bottom scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Left scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Right scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera smoothly stops when reaches its limits.\n"
+"This property has no effect if [member smoothing_enabled] is [code]false[/"
+"code].\n"
+"[b]Note:[/b] To immediately update the camera's position to be within limits "
+"without smoothing, even with this setting enabled, invoke [method "
+"reset_smoothing]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Top scroll limit in pixels. The camera stops moving when reaching this value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's offset, useful for looking around or camera shake animations."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The horizontal offset of the camera, relative to the drag margins.\n"
+"[b]Note:[/b] Offset H is used only to force offset relative to margins. It's "
+"not updated in any way if drag margins are enabled and can be used to set "
+"initial offset."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The vertical offset of the camera, relative to the drag margins.\n"
+"[b]Note:[/b] Used the same as [member offset_h]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "The camera's process callback. See [enum Camera2DProcessMode]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid "If [code]true[/code], the camera view rotates with the target."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"If [code]true[/code], the camera smoothly moves towards the target at "
+"[member smoothing_speed]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"Speed in pixels per second of the camera's smoothing effect when [member "
+"smoothing_enabled] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's zoom relative to the viewport. Values larger than "
+"[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an "
+"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
+"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's position is fixed so that the top-left corner is always at the "
+"origin."
+msgstr ""
+
+#: doc/classes/Camera2D.xml
+msgid ""
+"The camera's position takes into account vertical/horizontal offsets and the "
+"screen size."
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
+msgid "The camera updates with the [code]_physics_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
+msgid "The camera updates with the [code]_process[/code] callback."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid ""
+"A camera feed gives you access to a single physical camera attached to your "
+"device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid ""
+"A camera feed gives you access to a single physical camera attached to your "
+"device. When enabled, Godot will start capturing frames from the camera "
+"which can then be used. See also [CameraServer].\n"
+"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
+"textures and need to be combined in a shader. Godot does this automatically "
+"for you if you set the environment to show the camera image in the "
+"background."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Returns the unique ID for this feed."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Returns the camera's name."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Returns the position of camera on the device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "If [code]true[/code], the feed is active."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "The transform applied to the camera's image."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "No image set for the feed."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Feed supplies RGB images."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Feed supplies YCbCr images that need to be converted to RGB."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid ""
+"Feed supplies separate Y and CbCr images that need to be combined and "
+"converted to RGB."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Unspecified position."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Camera is mounted at the front of the device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml
+msgid "Camera is mounted at the back of the device."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Server keeping track of different cameras accessible in Godot."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid ""
+"The [CameraServer] keeps track of different cameras accessible in Godot. "
+"These are external cameras such as webcams or the cameras on your phone.\n"
+"It is notably used to provide AR modules with a video feed from the camera.\n"
+"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
+"other platforms, no [CameraFeed]s will be available."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Adds the camera [code]feed[/code] to the camera server."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Returns an array of [CameraFeed]s."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid ""
+"Returns the [CameraFeed] corresponding to the camera with the given "
+"[code]index[/code]."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Returns the number of [CameraFeed]s registered."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Removes the specified camera [code]feed[/code]."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The RGBA camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The Y component camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml
+msgid "The CbCr component camera image."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid "Texture provided by a [CameraFeed]."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid ""
+"This texture gives access to the camera texture provided by a [CameraFeed].\n"
+"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
+"a shader."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid "The ID of the [CameraFeed] for which we want to display the image."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid ""
+"Convenience property that gives access to the active property of the "
+"[CameraFeed]."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml
+msgid ""
+"Which image within the [CameraFeed] we want access to, important if the "
+"camera image is split in a Y and CbCr component."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Base class of anything 2D."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Base class of anything 2D. Canvas items are laid out in a tree; children "
+"inherit and extend their parent's transform. [CanvasItem] is extended by "
+"[Control] for anything GUI-related, and by [Node2D] for anything related to "
+"the 2D engine.\n"
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
+"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
+"Canvas items are drawn in tree order. By default, children are on top of "
+"their parents so a root [CanvasItem] will be drawn behind everything. This "
+"behavior can be changed on a per-item basis.\n"
+"A [CanvasItem] can also be hidden, which will also hide its children. It "
+"provides many ways to change parameters such as modulation (for itself and "
+"its children) and self modulation (only for itself), as well as its blend "
+"mode.\n"
+"Ultimately, a transform notification can be requested, which will notify the "
+"node that its global position changed in case the parent tree changed.\n"
+"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
+"parameters must have angles specified as [i]radians[/i]. To convert degrees "
+"to radians, use [method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
+#: doc/classes/InputEvent.xml doc/classes/Viewport.xml
+msgid "Viewport and canvas transforms"
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
+msgid "Custom drawing in 2D"
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a unfilled arc between the given angles. The larger the value of "
+"[code]point_count[/code], the smoother the curve. See also [method "
+"draw_circle].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
+"mipmaps to perform antialiasing. 2D batching is also still supported with "
+"those antialiased lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a string character using a custom font. Returns the advance, depending "
+"on the character width and kerning with an optional next character."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a colored, filled circle. See also [method draw_arc], [method "
+"draw_polyline] and [method draw_polygon].\n"
+"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
+"As a workaround, install the [url=https://github.com/godot-extended-"
+"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
+"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
+"with custom mipmaps to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a colored polygon of any amount of points, convex or concave. Unlike "
+"[method draw_polygon], a single color must be specified for the whole "
+"polygon.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a line from a 2D point to another, with a given color and width. It "
+"can be optionally antialiased. See also [method draw_multiline] and [method "
+"draw_polyline].\n"
+"[b]Note:[/b] Line drawing is not accelerated by batching if "
+"[code]antialiased[/code] is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
+"related documentation."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws multiple disconnected lines with a uniform [code]color[/code]. When "
+"drawing large amounts of lines, this is faster than using individual [method "
+"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
+"instead.\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws multiple disconnected lines with a uniform [code]width[/code] and "
+"segment-by-segment coloring. Colors assigned to line segments match by index "
+"between [code]points[/code] and [code]colors[/code]. When drawing large "
+"amounts of lines, this is faster than using individual [method draw_line] "
+"calls. To draw interconnected lines, use [method draw_polyline_colors] "
+"instead.\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
+"not implemented and have no effect. As a workaround, install the "
+"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
+"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
+"node. That node relies on a texture with custom mipmaps to perform "
+"antialiasing. 2D batching is also still supported with those antialiased "
+"lines."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a [MultiMesh] in 2D with the provided texture. See "
+"[MultiMeshInstance2D] for related documentation."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a solid polygon of any amount of points, convex or concave. Unlike "
+"[method draw_colored_polygon], each point's color can be changed "
+"individually. See also [method draw_polyline] and [method "
+"draw_polyline_colors].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws interconnected line segments with a uniform [code]color[/code] and "
+"[code]width[/code] and optional antialiasing. When drawing large amounts of "
+"lines, this is faster than using individual [method draw_line] calls. To "
+"draw disconnected lines, use [method draw_multiline] instead. See also "
+"[method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws interconnected line segments with a uniform [code]width[/code] and "
+"segment-by-segment coloring, and optional antialiasing. Colors assigned to "
+"line segments match by index between [code]points[/code] and [code]colors[/"
+"code]. When drawing large amounts of lines, this is faster than using "
+"individual [method draw_line] calls. To draw disconnected lines, use [method "
+"draw_multiline_colors] instead. See also [method draw_polygon].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
+"for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
+"are specified, nothing will be drawn and an error message will be printed. "
+"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
+"and [method draw_rect]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a rectangle. If [code]filled[/code] is [code]true[/code], the "
+"rectangle will be filled with the [code]color[/code] specified. If "
+"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
+"stroke with the [code]color[/code] and [code]width[/code] specified. If "
+"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
+"perform antialiasing using OpenGL line smoothing.\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
+"effective if [code]filled[/code] is [code]false[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Sets a custom transform for drawing via components. Anything drawn "
+"afterwards will be transformed by this."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
+"will be transformed by this."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws [code]text[/code] using the specified [code]font[/code] at the "
+"[code]position[/code] (bottom-left corner using the baseline of the font). "
+"The text will have its color multiplied by [code]modulate[/code]. If "
+"[code]clip_w[/code] is greater than or equal to 0, the text will be clipped "
+"if it exceeds the specified width.\n"
+"[b]Example using the default project font:[/b]\n"
+"[codeblock]\n"
+"# If using this method in a script that redraws constantly, move the\n"
+"# `default_font` declaration to a member variable assigned in `_ready()`\n"
+"# so the Control is only created once.\n"
+"var default_font = Control.new().get_font(\"font\")\n"
+"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
+"[/codeblock]\n"
+"See also [method Font.draw]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Draws a styled rectangle."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Draws a texture at a given position."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a textured rectangle at a given position, optionally modulated by a "
+"color. If [code]transpose[/code] is [code]true[/code], the texture will have "
+"its X and Y coordinates swapped."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Draws a textured rectangle region at a given position, optionally modulated "
+"by a color. If [code]transpose[/code] is [code]true[/code], the texture will "
+"have its X and Y coordinates swapped."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+msgid ""
+"Forces the transform to update. Transform changes in physics are not instant "
+"for performance reasons. Transforms are accumulated and then set. Use this "
+"if you need an up-to-date transform when doing physics operations."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the [RID] of the [World2D] canvas where this item is in."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the canvas item RID used by [VisualServer] for this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the transform matrix of this item's canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
+"in using the coordinate system of the [CanvasLayer]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the global transform matrix of this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns the global transform matrix of this item in relation to the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns the mouse's position in this [CanvasItem] using the local coordinate "
+"system of this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the transform matrix of this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the viewport's boundaries as a [Rect2]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns this item's transform in relation to the viewport."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Returns the [World2D] where this item is in."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns [code]true[/code] if local transform notifications are communicated "
+"to children."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns [code]true[/code] if the node is set as top-level. See [method "
+"set_as_toplevel]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns [code]true[/code] if global transform notifications are communicated "
+"to children."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree, and is consequently not drawn (see [method _draw])."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Assigns [code]screen_point[/code] as this node's new local transform."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Transformations issued by [code]event[/code]'s inputs are applied in local "
+"space instead of global space."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
+"changes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], this node will receive "
+"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Show the [CanvasItem] if it's currently hidden. This is equivalent to "
+"setting [member visible] to [code]true[/code]. For controls that inherit "
+"[Popup], the correct way to make them visible is to call one of the multiple "
+"[code]popup*()[/code] functions instead."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The material applied to textures on this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The color applied to textures on this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The color applied to textures on this [CanvasItem]. This is not inherited by "
+"children [CanvasItem]s."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "If [code]true[/code], the object draws behind its parent."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "If [code]true[/code], the object draws on top of its parent."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]true[/code], the parent [CanvasItem]'s [member material] property "
+"is used as this one's material."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
+"if all of its antecedents are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code]).\n"
+"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
+"visible is to call one of the multiple [code]popup*()[/code] functions "
+"instead."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Emitted when becoming hidden."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Emitted when the item's [Rect2] boundaries (position or size) have changed, "
+"or when an action is taking place that may have impacted these boundaries (e."
+"g. changing [member Sprite.texture])."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "Emitted when the visibility (hidden/visible) changes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid ""
+"Mix blending mode. Colors are assumed to be independent of the alpha "
+"(opacity) value."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid "Additive blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid "Subtractive blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid "Multiplicative blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
+msgid ""
+"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
+"(opacity) value."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"Disables blending mode. Colors including alpha are written as-is. Only "
+"applicable for render targets with a transparent background. No lighting "
+"will be applied."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s global transform has changed. This notification is only "
+"received if enabled by [method set_notify_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid ""
+"The [CanvasItem]'s local transform has changed. This notification is only "
+"received if enabled by [method set_notify_local_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem]'s visibility has changed."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem] has entered the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml
+msgid "The [CanvasItem] has exited the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "A material for [CanvasItem]s."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"[CanvasItemMaterial]s provide a means of modifying the textures associated "
+"with a CanvasItem. They specialize in describing blend and lighting "
+"behaviors for textures. Use a [ShaderMaterial] to more fully customize a "
+"material's interactions with a [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"The manner in which a material's rendering is applied to underlying textures."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "The manner in which material reacts to lighting."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"The number of columns in the spritesheet assigned as [Texture] for a "
+"[Particles2D] or [CPUParticles2D].\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"If [code]true[/code], the particles animation will loop.\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"The number of rows in the spritesheet assigned as [Texture] for a "
+"[Particles2D] or [CPUParticles2D].\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"If [code]true[/code], enable spritesheet-based animation features when "
+"assigned to [Particles2D] and [CPUParticles2D] nodes. The [member "
+"ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should "
+"also be set to a positive value for the animation to play.\n"
+"This property (and other [code]particles_anim_*[/code] properties that "
+"depend on it) has no effect on other types of nodes."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid ""
+"Render the material using both light and non-light sensitive material "
+"properties."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "Render the material as if there were no light."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml
+msgid "Render the material as if there were only light."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Canvas drawing layer."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Canvas drawing layer. [CanvasItem] nodes that are direct or indirect "
+"children of a [CanvasLayer] will be drawn in that layer. The layer is a "
+"numeric index that defines the draw order. The default 2D scene renders with "
+"index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with "
+"index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or "
+"above), or backgrounds (in layer -1 or below)."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Canvas layers"
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Returns the RID of the canvas used by this layer."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
+"setting [member visible] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
+"code], uses the default viewport instead."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
+"effect."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"Scales the layer when using [member follow_viewport_enable]. Layers moving "
+"into the foreground should have increasing scales, while layers moving into "
+"the background should have decreasing scales."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Layer index for draw order. Lower values are drawn first."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's base offset."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's rotation in radians."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's rotation in degrees."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's scale."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "The layer's transform."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid ""
+"If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
+"hidden.\n"
+"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
+"propagated to underlying layers."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml
+msgid "Emitted when visibility of the layer is changed. See [member visible]."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml
+msgid "Tint the entire canvas."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml
+msgid ""
+"[CanvasModulate] tints the canvas elements using its assigned [member color]."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml
+msgid "The tint color to apply."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Class representing a capsule-shaped [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid ""
+"Height of the middle cylindrical part of the capsule (without the "
+"hemispherical ends).\n"
+"[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 "
+"* [member radius]."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Number of radial segments on the capsule mesh."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Radius of the capsule mesh."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml
+msgid "Number of rings along the height of the capsule."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml
+msgid "Capsule shape for collisions."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
+msgid "The capsule's height."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
+msgid "The capsule's radius."
+msgstr ""
+
+#: doc/classes/CapsuleShape2D.xml
+msgid "Capsule shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml
+msgid "Keeps children controls centered."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml
+msgid ""
+"CenterContainer keeps children controls centered. This container keeps all "
+"children to their minimum size, in the center."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml
+msgid ""
+"If [code]true[/code], centers children relative to the [CenterContainer]'s "
+"top left corner."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"Controls how an individual character will be displayed in a [RichTextEffect]."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"By setting various properties on this object, you can control how individual "
+"characters will be displayed in a [RichTextEffect]."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The index of the current character (starting from 0) for the "
+"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The Unicode codepoint the character will use. This only affects non-"
+"whitespace characters. [method @GDScript.ord] can be useful here. For "
+"example, the following will replace all characters with asterisks:\n"
+"[codeblock]\n"
+"# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n"
+"# See the RichTextEffect documentation for details.\n"
+"char_fx.character = ord(\"*\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid "The color the character will be drawn with."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The time elapsed since the [RichTextLabel] was added to the scene tree (in "
+"seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
+"pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
+"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"Contains the arguments passed in the opening BBCode tag. By default, "
+"arguments are strings; if their contents match a type such as [bool], [int] "
+"or [float], they will be converted automatically. Color codes in the form "
+"[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
+"[Color]. String arguments may not contain spaces, even if they're quoted. If "
+"present, quotes will also be present in the final string.\n"
+"For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
+"color=#ffffff][/code] will map to the following [Dictionary]:\n"
+"[codeblock]\n"
+"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
+"1)}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid "The position offset the character will be drawn with (in pixels)."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"The index of the current character (starting from 0) for this "
+"[RichTextEffect] custom block. Setting this property won't affect drawing."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml
+msgid ""
+"If [code]true[/code], the character will be drawn. If [code]false[/code], "
+"the character will be hidden. Characters around hidden characters will "
+"reflow to take the space of hidden characters. If this is not desired, set "
+"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "Binary choice user interface widget. See also [CheckButton]."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"A checkbox allows the user to make a binary choice (choosing only one of two "
+"possible options). It's similar to [CheckButton] in functionality, but it "
+"has a different appearance. To follow established UX patterns, it's "
+"recommended to use CheckBox when toggling it has [b]no[/b] immediate effect "
+"on something. For instance, it should be used when toggling it will only do "
+"something once a confirmation button is pressed.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [CheckBox] text's font color when it's focused. Only replaces the normal "
+"text color of the checkbox. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's hovered."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's hovered and pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [CheckBox] text's font color when it's pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The vertical offset used when rendering the check icons (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The separation between the check icon and the text (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The [Font] to use for the [CheckBox] text."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The check icon to display when the [CheckBox] is checked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The check icon to display when the [CheckBox] is checked and disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"If the [CheckBox] is configured as a radio button, the icon to display when "
+"the [CheckBox] is checked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"If the [CheckBox] is configured as a radio button, the icon to display when "
+"the [CheckBox] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid "The check icon to display when the [CheckBox] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The check icon to display when the [CheckBox] is unchecked and disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is focused."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is hovered."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
+"pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml doc/classes/CheckButton.xml
+msgid "The [StyleBox] to display as a background."
+msgstr ""
+
+#: doc/classes/CheckBox.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "Checkable button. See also [CheckBox]."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"CheckButton is a toggle button displayed as a check field. It's similar to "
+"[CheckBox] in functionality, but it has a different appearance. To follow "
+"established UX patterns, it's recommended to use CheckButton when toggling "
+"it has an [b]immediate[/b] effect on something. For instance, it should be "
+"used if toggling it enables/disables a setting without requiring the user to "
+"press a confirmation button.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [CheckButton] text's font color when it's focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's hovered."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's hovered and pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [CheckButton] text's font color when it's pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The vertical offset used when rendering the toggle icons (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The separation between the toggle icon and the text (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The [Font] to use for the [CheckButton] text."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is unchecked and disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is checked."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid "The icon to display when the [CheckButton] is checked and disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is focused."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is hovered."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is hovered "
+"and pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is pressed."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml
+msgid "Circular shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml
+msgid ""
+"Circular shape for 2D collisions. This shape is useful for modeling balls or "
+"small characters and its collision detection with everything else is very "
+"fast."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml
+msgid "The circle's radius."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Class information repository."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Provides access to metadata stored for every available class."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns [code]true[/code] if you can instance objects from the specified "
+"[code]class[/code], [code]false[/code] in other case."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns whether the specified [code]class[/code] is available or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns a category associated with the class for use in documentation and "
+"the Asset Library. Debug mode required."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the keys in [code]enum[/code] of [code]class[/"
+"code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the enums of [code]class[/code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the value of the integer constant [code]name[/code] of [code]class[/"
+"code] or its ancestry. Always returns 0 when the constant could not be found."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns which enum the integer constant [code]name[/code] of [code]class[/"
+"code] or its ancestry belongs to."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with the names all the integer constants of [code]class[/"
+"code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the methods of [code]class[/code] or its ancestry "
+"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
+"array is a [Dictionary] with the following keys: [code]args[/code], "
+"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
+"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/"
+"code].\n"
+"[b]Note:[/b] In exported release builds the debug info is not available, so "
+"the returned dictionaries will contain only method names."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the value of [code]property[/code] of [code]class[/code] or its "
+"ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the properties of [code]class[/code] or its "
+"ancestry if [code]no_inheritance[/code] is [code]false[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. "
+"The returned value is a [Dictionary] with the following keys: [code]args[/"
+"code], [code]default_args[/code], [code]flags[/code], [code]id[/code], "
+"[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, "
+"usage)[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns an array with all the signals of [code]class[/code] or its ancestry "
+"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
+"array is a [Dictionary] as described in [method class_get_signal]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has an enum called "
+"[code]name[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has an integer constant "
+"called [code]name[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
+"code] is [code]false[/code]) has a method called [code]method[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has a signal called "
+"[code]signal[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns the names of all the classes available."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns the names of all the classes that directly or indirectly inherit "
+"from [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns the parent class of [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Creates an instance of [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid "Returns whether this [code]class[/code] is enabled or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml
+msgid ""
+"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
+"or not."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "A [Camera] that includes collision."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"This node extends [Camera] to add collisions with [Area] and/or "
+"[PhysicsBody] nodes. The camera cannot move through colliding objects."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Adds a collision exception so the camera does not collide with the specified "
+"node."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Adds a collision exception so the camera does not collide with the specified "
+"[RID]."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Removes all collision exceptions."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Returns the distance the camera has been offset due to a collision."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Returns [code]true[/code] if the specified bit index is on.\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Removes a collision exception with the specified node."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "Removes a collision exception with the specified [RID]."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"Sets the specified bit index to the [code]value[/code].\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "If [code]true[/code], the camera stops on contact with [Area]s."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"The camera's collision mask. Only objects in at least one collision layer "
+"matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid ""
+"The camera's collision margin. The camera can't get closer than this "
+"distance to a colliding object."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml
+msgid "The camera's process callback. See [enum ProcessMode]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Base node for collision objects."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"CollisionObject is the base class for physics objects. It can hold any "
+"number of collision [Shape]s. Each shape must be assigned to a [i]shape "
+"owner[/i]. The CollisionObject can have any number of shape owners. Shape "
+"owners are not nodes and do not appear in the editor, but are accessible "
+"through code using the [code]shape_owner_*[/code] methods."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"Receives unhandled [InputEvent]s. [code]position[/code] is the location in "
+"world space of the mouse pointer on the surface of the shape with index "
+"[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the "
+"surface at that point. Connect to the [signal input_event] signal to easily "
+"pick up these events."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Creates a new shape owner for the given object. Returns [code]owner_id[/"
+"code] of the new owner for future reference."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns whether or not the specified [code]bit[/code] of the [member "
+"collision_layer] is set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns whether or not the specified [code]bit[/code] of the [member "
+"collision_mask] is set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+#: doc/classes/Navigation2D.xml
+msgid "Returns the object's [RID]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
+"ids in other methods that take [code]owner_id[/code] as an argument."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "If [code]true[/code], the shape owner and its shapes are disabled."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Removes the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the [member collision_layer].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the [member collision_layer]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the [member collision_mask].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the [member collision_mask]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Returns the [code]owner_id[/code] of the given shape."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Adds a [Shape] to the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Removes all shapes from the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Returns the parent object of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Returns the [Shape] with the given id from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Returns the number of shapes the given shape owner contains."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"Returns the child index of the [Shape] with the given id from the given "
+"shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Returns the shape owner's [Transform]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "Removes a shape from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid "If [code]true[/code], disables the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Sets the [Transform] of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"The physics layers this CollisionObject3D is in. Collision objects can exist "
+"in one or more of 32 different layers. See also [member collision_mask].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"The physics layers this CollisionObject3D scans. Collision objects can scan "
+"one or more of 32 different layers. See also [member collision_layer].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"If [code]true[/code], the [CollisionObject] will continue to receive input "
+"events as the mouse is dragged across its shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]true[/code], this object is pickable. A pickable object can detect "
+"the mouse pointer entering/leaving, and if the mouse is inside it, report "
+"input events. Requires at least one [member collision_layer] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid ""
+"Emitted when the object receives an unhandled [InputEvent]. [code]position[/"
+"code] is the location in world space of the mouse pointer on the surface of "
+"the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
+"normal vector of the surface at that point."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Emitted when the mouse pointer enters any of this object's shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml
+msgid "Emitted when the mouse pointer exits all this object's shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Base node for 2D collision objects."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"CollisionObject2D is the base class for 2D physics objects. It can hold any "
+"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
+"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
+"owners are not nodes and do not appear in the editor, but are accessible "
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be "
+"[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked "
+"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
+"these events."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns the [code]one_way_collision_margin[/code] of the shape owner "
+"identified by given [code]owner_id[/code]."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns [code]true[/code] if collisions for the shape owner originating from "
+"this [CollisionObject2D] will not be reported to collided with "
+"[CollisionObject2D]s."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Adds a [Shape2D] to the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Returns the [Shape2D] with the given id from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Returns the child index of the [Shape2D] with the given id from the given "
+"shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Returns the shape owner's [Transform2D]."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"If [code]enable[/code] is [code]true[/code], collisions for the shape owner "
+"originating from this [CollisionObject2D] will not be reported to collided "
+"with [CollisionObject2D]s."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
+"by given [code]owner_id[/code] to [code]margin[/code] pixels."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid "Sets the [Transform2D] of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"The physics layers this CollisionObject2D is in. Collision objects can exist "
+"in one or more of 32 different layers. See also [member collision_mask].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"The physics layers this CollisionObject2D scans. Collision objects can scan "
+"one or more of 32 different layers. See also [member collision_layer].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Emitted when an input event occurs. Requires [member input_pickable] to be "
+"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
+"set. See [method _input_event] for details."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Emitted when the mouse pointer enters any of this object's shapes. Requires "
+"[member input_pickable] to be [code]true[/code] and at least one "
+"[code]collision_layer[/code] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml
+msgid ""
+"Emitted when the mouse pointer exits all this object's shapes. Requires "
+"[member input_pickable] to be [code]true[/code] and at least one "
+"[code]collision_layer[/code] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid "Editor-only class for defining a collision polygon in 3D space."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"Allows editing a collision polygon's vertices on a selected plane. Can also "
+"set a depth perpendicular to that plane. This class is only available in the "
+"editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
+"for gameplay. Properties modified during gameplay will have no effect."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"Length that the resulting collision extends in either direction "
+"perpendicular to its polygon."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid "If [code]true[/code], no collision will be produced."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"The collision margin for the generated [Shape]. See [member Shape.margin] "
+"for more details."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml
+msgid ""
+"Array of vertices which define the polygon.\n"
+"[b]Note:[/b] The returned value is a copy of the original. Methods which "
+"mutate the size or properties of the return value will not impact the "
+"original polygon. To change properties of the polygon, assign it to a "
+"temporary variable and make changes before reassigning the [code]polygon[/"
+"code] member."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Defines a 2D collision polygon."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
+"can be drawn in the editor or specified by a list of vertices."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Collision build mode. Use one of the [enum BuildMode] constants."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "If [code]true[/code], no collisions will be detected."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"If [code]true[/code], only edges that face up, relative to "
+"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
+"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
+"child of an [Area2D] node."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"The margin used for one-way collision (in pixels). Higher values will make "
+"the shape thicker, and work better for colliders that enter the polygon at a "
+"high velocity."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid ""
+"The polygon's list of vertices. The final point will be connected to the "
+"first. The returned value is a clone of the [PoolVector2Array], not a "
+"reference."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Collisions will include the polygon and its contained area."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml
+msgid "Collisions will only include the polygon edges."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid "Node that represents collision shape data in 3D space."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid ""
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/Physics2DDirectSpaceState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
+msgid "Physics introduction"
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid ""
+"Sets the collision shape's shape to the addition of all its convexed "
+"[MeshInstance] siblings geometry."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid ""
+"If this method exists within a script it will be called whenever the shape "
+"resource has been modified."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml
+msgid "A disabled collision shape has no effect in the world."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
+msgid "The actual shape owned by this collision shape."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid "Node that represents collision shape data in 2D space."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
+#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Kinematic Character Demo"
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"A disabled collision shape has no effect in the world. This property should "
+"be changed with [method Object.set_deferred]."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"Sets whether this collision shape should only detect collision on one side "
+"(top or bottom).\n"
+"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
+"child of an [Area2D] node."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml
+msgid ""
+"The margin used for one-way collision (in pixels). Higher values will make "
+"the shape thicker, and work better for colliders that enter the shape at a "
+"high velocity."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Color in RGBA format using floats on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"A color represented by red, green, blue, and alpha (RGBA) components. The "
+"alpha component is often used for opacity. Values are in floating-point and "
+"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may "
+"accept values greater than 1 (overbright or HDR colors).\n"
+"You can also create a color from standardized color names by using [method "
+"@GDScript.ColorN] or directly using the color constants defined here. The "
+"standardized color set is based on the [url=https://en.wikipedia.org/wiki/"
+"X11_color_names]X11 color names[/url].\n"
+"If you want to supply values in a range of 0 to 255, you should use [method "
+"@GDScript.Color8].\n"
+"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
+"code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
+"Otherwise, a Color will always evaluate to [code]true[/code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"color_constants.png]Color constants cheatsheet[/url]"
+msgstr ""
+
+#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
+msgid "2D GD Paint Demo"
+msgstr ""
+
+#: doc/classes/Color.xml doc/classes/ColorPicker.xml
+msgid "Tween Demo"
+msgstr ""
+
+#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
+msgid "GUI Drag And Drop Demo"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from an HTML hexadecimal color string in ARGB or RGB "
+"format. See also [method @GDScript.ColorN].\n"
+"[codeblock]\n"
+"# Each of the following creates the same color RGBA(178, 217, 10, 255).\n"
+"var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n"
+"var c2 = Color(\"ffb2d90a\") # ARGB format.\n"
+"var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n"
+"var c4 = Color(\"b2d90a\") # RGB format.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from a 32-bit integer in RGBA format (each byte "
+"represents a color channel).\n"
+"[codeblock]\n"
+"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from RGB values, typically between 0 and 1. Alpha will be "
+"1.\n"
+"[codeblock]\n"
+"var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from RGBA values, typically between 0 and 1.\n"
+"[codeblock]\n"
+"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, "
+"204)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns a new color resulting from blending this color over another. If the "
+"color is opaque, the result is also opaque. The second color may have a "
+"range of alpha values.\n"
+"[codeblock]\n"
+"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
+"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
+"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the most contrasting color.\n"
+"[codeblock]\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
+"102, 255)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns a new color resulting from making this color darker by the specified "
+"percentage (ratio from 0 to 1).\n"
+"[codeblock]\n"
+"var green = Color(0.0, 1.0, 0.0)\n"
+"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
+"[code]v[/code] are values between 0 and 1.\n"
+"[codeblock]\n"
+"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
+"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the luminance of the color in the [code][0.0, 1.0][/code] range.\n"
+"This is useful when determining light or dark color. Colors with a luminance "
+"smaller than 0.5 can be generally considered dark."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color's grayscale representation.\n"
+"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
+"[codeblock]\n"
+"var color = Color(0.2, 0.45, 0.82)\n"
+"var gray = color.gray() # A value of 0.466667\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
+"[codeblock]\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns [code]true[/code] if this color and [code]color[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns a new color resulting from making this color lighter by the "
+"specified percentage (ratio from 0 to 1).\n"
+"[codeblock]\n"
+"var green = Color(0.0, 1.0, 0.0)\n"
+"var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the linear interpolation with another color. The interpolation "
+"factor [code]weight[/code] is between 0 and 1.\n"
+"[codeblock]\n"
+"var c1 = Color(1.0, 0.0, 0.0)\n"
+"var c2 = Color(0.0, 1.0, 0.0)\n"
+"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
+"0.0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 32-bit integer in ABGR format (each byte "
+"represents a color channel). ABGR is the reversed version of the default "
+"format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr32()) # Prints 4281565439\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 64-bit integer in ABGR format (each word "
+"represents a color channel). ABGR is the reversed version of the default "
+"format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr64()) # Prints -225178692812801\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 32-bit integer in ARGB format (each byte "
+"represents a color channel). ARGB is more compatible with DirectX.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_argb32()) # Prints 4294934323\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 64-bit integer in ARGB format (each word "
+"represents a color channel). ARGB is more compatible with DirectX.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_argb64()) # Prints -2147470541\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
+"[code]ff34f822[/code]).\n"
+"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
+"the hexadecimal string.\n"
+"[codeblock]\n"
+"var color = Color(1, 1, 1, 0.5)\n"
+"var s1 = color.to_html() # Returns \"7fffffff\"\n"
+"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 32-bit integer in RGBA format (each byte "
+"represents a color channel). RGBA is Godot's default format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba32()) # Prints 4286526463\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"Returns the color converted to a 64-bit integer in RGBA format (each word "
+"represents a color channel). RGBA is Godot's default format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba64()) # Prints -140736629309441\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid ""
+"The color's alpha component, typically on the range of 0 to 1. A value of 0 "
+"means that the color is fully transparent. A value of 1 means that the color "
+"is fully opaque."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The color's blue component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The color's green component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The HSV hue of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The color's red component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The HSV saturation of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "The HSV value (brightness) of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Alice blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Antique white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Aqua color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Aquamarine color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Azure color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Beige color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Bisque color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Black color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Blanche almond color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Blue violet color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Burly wood color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Cadet blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Chartreuse color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Chocolate color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Coral color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Cornflower color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Corn silk color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Crimson color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark khaki color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark magenta color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark olive green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark orange color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dark violet color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Deep pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Deep sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dim gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Dodger blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Firebrick color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Floral white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Forest green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Fuchsia color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Gainsboro color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Ghost white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Gold color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Green yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Honeydew color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Hot pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Indian red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Indigo color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Ivory color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Khaki color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lavender color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lavender blush color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lawn green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lemon chiffon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light coral color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light steel blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Light yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lime color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Lime green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Linen color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Magenta color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Maroon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium aquamarine color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium spring green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Medium violet red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Midnight blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Mint cream color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Misty rose color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Moccasin color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Navajo white color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Navy blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Old lace color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Olive color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Olive drab color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Orange color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Orange red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pale violet red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Papaya whip color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Peach puff color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Peru color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Pink color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Plum color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Powder blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Rebecca purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Red color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Rosy brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Royal blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Saddle brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sandy brown color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Seashell color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sienna color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Silver color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Snow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Spring green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Steel blue color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Tan color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Teal color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Thistle color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Tomato color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Transparent color (white with no alpha)."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Violet color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web gray color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web green color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web maroon color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Web purple color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Wheat color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "White color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "White smoke color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml
+msgid "Yellow green color."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Color picker control."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"Displays a color picker widget. Useful for selecting a color from an RGB/"
+"RGBA colorspace.\n"
+"[b]Note:[/b] This control is the color picker widget itself. You can use a "
+"[ColorPickerButton] instead if you need a button that brings up a "
+"[ColorPicker] in a pop-up."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"Adds the given color to a list of color presets. The presets are displayed "
+"in the color picker and the user will be able to select them.\n"
+"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"Removes the given color from the list of color presets of this color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Returns the list of colors in the presets of the color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml
+msgid "The currently selected color."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"If [code]true[/code], the color will apply only after the user releases the "
+"mouse button, otherwise it will apply immediately even in mouse motion event "
+"(which can cause performance issues)."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"If [code]true[/code], allows editing the color with Hue/Saturation/Value "
+"sliders.\n"
+"[b]Note:[/b] Cannot be enabled if raw mode is on."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "If [code]true[/code], the \"add preset\" button is enabled."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "If [code]true[/code], saved color presets are visible."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"If [code]true[/code], allows the color R, G, B component values to go beyond "
+"1.0, which can be used for certain special operations that require it (like "
+"tinting without darkening or rendering sprites in HDR).\n"
+"[b]Note:[/b] Cannot be enabled if HSV mode is on."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Emitted when the color is changed."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Emitted when a preset is added."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Emitted when a preset is removed."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The width of the hue selection slider."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The margin around the [ColorPicker]."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The height of the saturation-value selection box."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The width of the saturation-value selection box."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The icon for the \"Add Preset\" button."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "Custom texture for the hue selection slider on the right."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid ""
+"The indicator used to signalize that the color value is outside the 0-1 "
+"range."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml
+msgid "The icon for the screen color picker button."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Button that pops out a [ColorPicker]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Encapsulates a [ColorPicker] making it accessible by pressing a button. "
+"Pressing the button will toggle the [ColorPicker] visibility.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node.\n"
+"[b]Note:[/b] By default, the button may not be wide enough for the color "
+"preview swatch to be visible. Make sure to set [member Control."
+"rect_min_size] to a big enough value to give the button enough space."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Returns the [ColorPicker] that this node toggles.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Returns the control's [PopupPanel] which allows you to connect to popup "
+"signals. This allows you to handle events when the ColorPicker is shown or "
+"hidden.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
+"be visible."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Emitted when the color changes."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Emitted when the [ColorPicker] is created (the button is pressed for the "
+"first time)."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Emitted when the [ColorPicker] is closed."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Default text [Color] of the [ColorPickerButton]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Text [Color] used when the [ColorPickerButton] is disabled."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "The horizontal space between [ColorPickerButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[Font] of the [ColorPickerButton]'s text."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "The background of the color preview rect on the button."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[StyleBox] used when the [ColorPickerButton] is disabled."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid ""
+"[StyleBox] used when the [ColorPickerButton] is focused. It is displayed "
+"over the current [StyleBox], so using [StyleBoxEmpty] will just disable the "
+"focus visual effect."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[StyleBox] used when the [ColorPickerButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "Default [StyleBox] for the [ColorPickerButton]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml
+msgid "[StyleBox] used when the [ColorPickerButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ColorRect.xml
+msgid "Colored rectangle."
+msgstr ""
+
+#: doc/classes/ColorRect.xml
+msgid ""
+"Displays a rectangle filled with a solid [member color]. If you need to "
+"display the border alone, consider using [ReferenceRect] instead."
+msgstr ""
+
+#: doc/classes/ColorRect.xml
+msgid ""
+"The fill color.\n"
+"[codeblock]\n"
+"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid "Concave polygon shape."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid ""
+"Concave polygon shape resource, which can be set into a [PhysicsBody] or "
+"area. This shape is created by feeding a list of triangles.\n"
+"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
+"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid "Returns the faces (an array of triangles)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml
+msgid "Sets the faces (an array of triangles)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml
+msgid "Concave polygon 2D shape resource for physics."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml
+msgid ""
+"Concave polygon 2D shape resource for physics. It is made out of segments "
+"and is optimal for complex polygonal concave collisions. However, it is not "
+"advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex "
+"decomposition mode (solids) or several convex objects are advised for that "
+"instead. Otherwise, a concave polygon 2D shape is better for static "
+"collisions.\n"
+"The main difference between a [ConvexPolygonShape2D] and a "
+"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
+"uses a more complex method of collision detection, and a convex one forces "
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml
+msgid ""
+"The array of points that make up the [ConcavePolygonShape2D]'s line segments."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml
+msgid "A twist joint between two 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml
+msgid ""
+"The joint can rotate the bodies across an axis defined by the local x-axes "
+"of the [Joint].\n"
+"The twist axis is initiated as the X axis of the [Joint].\n"
+"Once the Bodies swing, the twist axis is calculated as the middle of the x-"
+"axes of the Joint in the local space of the two Bodies. See also "
+"[Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The speed with which the swing or twist will take place.\n"
+"The higher, the faster."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Defines, how fast the swing- and twist-speed-difference on both sides gets "
+"synced."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml
+msgid ""
+"The ease with which the joint starts to twist. If it's too low, it takes "
+"more force to start twisting the joint."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Swing is rotation from side to side, around the axis perpendicular to the "
+"twist axis.\n"
+"The swing span defines, how much rotation will not get corrected along the "
+"swing axis.\n"
+"Could be defined as looseness in the [ConeTwistJoint].\n"
+"If below 0.05, this behavior is locked."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Twist is the rotation around the twist axis, this value defined how far the "
+"joint can twist.\n"
+"Twist is locked if below 0.05."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml
+#: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml
+msgid "Represents the size of the [enum Param] enum."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Helper class to handle INI-style files."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"This helper class can be used to store [Variant] values on the filesystem "
+"using INI-style formatting. The stored values are identified by a section "
+"and a key:\n"
+"[codeblock]\n"
+"[section]\n"
+"some_key=42\n"
+"string_example=\"Hello World!\"\n"
+"a_vector=Vector3( 1, 0, 2 )\n"
+"[/codeblock]\n"
+"The stored data can be saved to or parsed from a file, though ConfigFile "
+"objects can also be used directly without accessing the filesystem.\n"
+"The following example shows how to create a simple [ConfigFile] and save it "
+"on disk:\n"
+"[codeblock]\n"
+"# Create new ConfigFile object.\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Store some values.\n"
+"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
+"config.set_value(\"Player1\", \"best_score\", 10)\n"
+"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
+"config.set_value(\"Player2\", \"best_score\", 9001)\n"
+"\n"
+"# Save it to a file (overwrite if already exists).\n"
+"config.save(\"user://scores.cfg\")\n"
+"[/codeblock]\n"
+"This example shows how the above file could be loaded:\n"
+"[codeblock]\n"
+"var score_data = {}\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Load data from a file.\n"
+"var err = config.load(\"user://scores.cfg\")\n"
+"\n"
+"# If the file didn't load, ignore it.\n"
+"if err != OK:\n"
+" return\n"
+"\n"
+"# Iterate over all sections.\n"
+"for player in config.get_sections():\n"
+" # Fetch the data for each section.\n"
+" var player_name = config.get_value(player, \"player_name\")\n"
+" var player_score = config.get_value(player, \"best_score\")\n"
+" score_data[player_name] = player_score\n"
+"[/codeblock]\n"
+"Any operation that mutates the ConfigFile such as [method set_value], "
+"[method clear], or [method erase_section], only changes what is loaded in "
+"memory. If you want to write the change to a file, you have to save the "
+"changes with [method save], [method save_encrypted], or [method "
+"save_encrypted_pass].\n"
+"Keep in mind that section and property names can't contain spaces. Anything "
+"after a space will be ignored on save and on load.\n"
+"ConfigFiles can also contain manually written comment lines starting with a "
+"semicolon ([code];[/code]). Those lines will be ignored when parsing the "
+"file. Note that comments will be lost when saving the ConfigFile. This can "
+"still be useful for dedicated server configuration files, which are "
+"typically never overwritten without explicit user action.\n"
+"[b]Note:[/b] The file extension given to a ConfigFile does not have any "
+"impact on its formatting or behavior. By convention, the [code].cfg[/code] "
+"extension is used here, but any other extension such as [code].ini[/code] is "
+"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
+"standardized, Godot's ConfigFile formatting may differ from files written by "
+"other programs."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Removes the entire contents of the config."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Deletes the specified section along with all the key-value pairs inside. "
+"Raises an error if the section does not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Deletes the specified key in a section. Raises an error if either the "
+"section or the key do not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Returns an array of all defined key identifiers in the specified section. "
+"Raises an error and returns an empty array if the section does not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Returns an array of all defined section identifiers."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Returns the current value for the specified section and key. If either the "
+"section or the key do not exist, the method returns the fallback "
+"[code]default[/code] value. If [code]default[/code] is not specified or set "
+"to [code]null[/code], an error is also raised."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Returns [code]true[/code] if the specified section exists."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid "Returns [code]true[/code] if the specified section-key pair exists."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Loads the config file specified as a parameter. The file's contents are "
+"parsed and loaded in the [ConfigFile] object which the method was called "
+"on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Loads the encrypted config file specified as a parameter, using the provided "
+"[code]key[/code] to decrypt it. The file's contents are parsed and loaded in "
+"the [ConfigFile] object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Loads the encrypted config file specified as a parameter, using the provided "
+"[code]password[/code] to decrypt it. The file's contents are parsed and "
+"loaded in the [ConfigFile] object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Parses the passed string as the contents of a config file. The string is "
+"parsed and loaded in the ConfigFile object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Saves the contents of the [ConfigFile] object to the file specified as a "
+"parameter. The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
+"specified as a parameter, using the provided [code]key[/code] to encrypt it. "
+"The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
+"specified as a parameter, using the provided [code]password[/code] to "
+"encrypt it. The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml
+msgid ""
+"Assigns a value to the specified key of the specified section. If either the "
+"section or the key do not exist, they are created. Passing a [code]null[/"
+"code] value deletes the specified key if it exists, and deletes the section "
+"if it ends up empty once the key has been removed."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml
+msgid "Dialog for confirmation of actions."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml
+msgid ""
+"Dialog for confirmation of actions. This dialog inherits from "
+"[AcceptDialog], but has by default an OK and Cancel button (in host OS "
+"order).\n"
+"To get cancel action, you can use:\n"
+"[codeblock]\n"
+"get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
+"[/codeblock]."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml
+msgid ""
+"Returns the cancel button.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid "Base node for containers."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Base node for containers. A [Container] contains other controls and "
+"automatically arranges them in a certain way.\n"
+"A Control can inherit this to create custom container classes."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Fit a child control in a given rect. This is mainly a helper for creating "
+"custom container classes."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Queue resort of the contained children. This is called automatically anyway, "
+"but can be called upon request."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid "Emitted when sorting the children is needed."
+msgstr ""
+
+#: doc/classes/Container.xml
+msgid ""
+"Notification for when sorting the children, it must be obeyed immediately."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"All user interface nodes inherit from Control. A control's anchors and "
+"margins adapt its position and size relative to its parent."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Base class for all UI-related nodes. [Control] features a bounding rectangle "
+"that defines its extents, an anchor position relative to its parent control "
+"or the current viewport, and margins that represent an offset to the anchor. "
+"The margins update automatically when the node, any of its parents, or the "
+"screen size change.\n"
+"For more information on Godot's UI system, anchors, margins, and containers, "
+"see the related tutorials in the manual. To build flexible UIs, you'll need "
+"a mix of UI elements that inherit from [Control] and [Container] nodes.\n"
+"[b]User Interface nodes and input[/b]\n"
+"Godot sends input events to the scene's root node first, by calling [method "
+"Node._input]. [method Node._input] forwards the event down the node tree to "
+"the nodes under the mouse cursor, or on keyboard focus. To do so, it calls "
+"[method MainLoop._input_event]. Call [method accept_event] so no other node "
+"receives the event. Once you accept an input, it becomes handled so [method "
+"Node._unhandled_input] will not process it.\n"
+"Only one [Control] node can be in keyboard focus. Only the node in focus "
+"will receive keyboard events. To get the focus, call [method grab_focus]. "
+"[Control] nodes lose focus when another node grabs it, or if you hide the "
+"node in focus.\n"
+"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
+"[Control] node to ignore mouse or touch events. You'll need it if you place "
+"an icon on top of a button.\n"
+"[Theme] resources change the Control's appearance. If you change the [Theme] "
+"on a [Control] node, it affects all of its children. To override some of the "
+"theme's parameters, call one of the [code]add_*_override[/code] methods, "
+"like [method add_font_override]. You can override the theme with the "
+"inspector.\n"
+"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
+"can't access their values using [method Object.get] and [method Object.set]. "
+"Instead, use [method get_color], [method get_constant], [method get_font], "
+"[method get_icon], [method get_stylebox], and the [code]add_*_override[/"
+"code] methods provided by this class."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "GUI tutorial index"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Control node gallery"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "All GUI Demos"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns whether [method "
+"_gui_input] should not be called for children controls outside this "
+"control's rectangle. Input will be clipped to the Rect of this [Control]. "
+"Similar to [member rect_clip_content], but doesn't affect visibility.\n"
+"If not overridden, defaults to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns the minimum size for "
+"this control. Alternative to [member rect_min_size] for controlling minimum "
+"size via code. The actual minimum size will be the max value of these two "
+"(in each axis separately).\n"
+"If not overridden, defaults to [constant Vector2.ZERO].\n"
+"[b]Note:[/b] This method will not be called when the script is attached to a "
+"[Control] node that already overrides its minimum size (e.g. [Label], "
+"[Button], [PanelContainer] etc.). It can only be used with most basic GUI "
+"nodes, like [Control], [Container], [Panel] etc."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Use this method to process and "
+"accept inputs on UI elements. See [method accept_event].\n"
+"Example: clicking a control.\n"
+"[codeblock]\n"
+"func _gui_input(event):\n"
+" if event is InputEventMouseButton:\n"
+" if event.button_index == BUTTON_LEFT and event.pressed:\n"
+" print(\"I've been clicked D:\")\n"
+"[/codeblock]\n"
+"The event won't trigger if:\n"
+"* clicking outside the control (see [method has_point]);\n"
+"* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
+"* control is obstructed by another [Control] on top of it, which doesn't "
+"have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
+"* control's parent has [member mouse_filter] set to [constant "
+"MOUSE_FILTER_STOP] or has accepted the event;\n"
+"* it happens outside the parent's rectangle and the parent has either "
+"[member rect_clip_content] or [method _clips_input] enabled.\n"
+"[b]Note:[/b] Event position is relative to the control origin."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns a [Control] node that "
+"should be used as a tooltip instead of the default one. The [code]for_text[/"
+"code] includes the contents of the [member hint_tooltip] property.\n"
+"The returned node must be of type [Control] or Control-derived. It can have "
+"child nodes of any type. It is freed when the tooltip disappears, so make "
+"sure you always provide a new instance (if you want to use a pre-existing "
+"node from your scene tree, you can duplicate it and pass the duplicated "
+"instance). When [code]null[/code] or a non-Control node is returned, the "
+"default tooltip will be used instead.\n"
+"The returned node will be added as child to a [PopupPanel], so you should "
+"only provide the contents of that panel. That [PopupPanel] can be themed "
+"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
+"(see [member hint_tooltip] for an example).\n"
+"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
+"it's fully visible, you might want to set its [member rect_min_size] to some "
+"non-zero value.\n"
+"Example of usage with a custom-constructed node:\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var label = Label.new()\n"
+" label.text = for_text\n"
+" return label\n"
+"[/codeblock]\n"
+"Example of usage with a custom scene instance:\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n"
+" tooltip.get_node(\"Label\").text = for_text\n"
+" return tooltip\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Marks an input event as handled. Once you accept an input event, it stops "
+"propagating, even to nodes listening to [method Node._unhandled_input] or "
+"[method Node._unhandled_key_input]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme [Color] with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"See also [method get_color], [method remove_color_override].\n"
+"[b]Example of overriding a label's color and resetting it later:[/b]\n"
+"[codeblock]\n"
+"# Given the child Label node \"MyLabel\", override its font color with a "
+"custom value.\n"
+"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n"
+"# Reset the font color of the child label.\n"
+"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", "
+"\"Label\"))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme constant with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"See also [method get_constant], [method remove_constant_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme [Font] with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_font_override] instead.\n"
+"See also [method get_font]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme icon with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_icon_override] instead.\n"
+"See also [method get_icon]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme shader with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_shader_override] instead."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates a local override for a theme [StyleBox] with the specified "
+"[code]name[/code]. Local overrides always take precedence when fetching "
+"theme items for the control.\n"
+"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
+"value. This behavior is deprecated and will be removed in 4.0, use [method "
+"remove_stylebox_override] instead.\n"
+"See also [method get_stylebox].\n"
+"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
+"[codeblock]\n"
+"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
+"assigned.\n"
+"# Resources are shared across instances, so we need to duplicate it\n"
+"# to avoid modifying the appearance of all other buttons.\n"
+"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
+"new_stylebox_normal.border_width_top = 3\n"
+"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
+"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
+"# Remove the stylebox override.\n"
+"$MyButton.add_stylebox_override(\"normal\", null)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Godot calls this method to test if [code]data[/code] from a control's "
+"[method get_drag_data] can be dropped at [code]position[/code]. "
+"[code]position[/code] is local to this control.\n"
+"This method should only be used to test the data. Process the data in "
+"[method drop_data].\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" # Check position if it is relevant to you\n"
+" # Otherwise, just check data\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Godot calls this method to pass you the [code]data[/code] from a control's "
+"[method get_drag_data] result. Godot first calls [method can_drop_data] to "
+"test if [code]data[/code] is allowed to drop at [code]position[/code] where "
+"[code]position[/code] is local to this control.\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
+"\n"
+"func drop_data(position, data):\n"
+" color = data[\"color\"]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Finds the next (below in the tree) [Control] that can receive the focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Finds the previous (above in the tree) [Control] that can receive the focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Forces drag and bypasses [method get_drag_data] and [method "
+"set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. "
+"Drag will start even if the mouse is neither over nor pressed on this "
+"control.\n"
+"The methods [method can_drop_data] and [method drop_data] must be "
+"implemented on controls that want to receive drop data."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum. A getter method for [member anchor_bottom], [member "
+"anchor_left], [member anchor_right] and [member anchor_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [member margin_left] and [member margin_top]. See also [member "
+"rect_position]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a [Color] from the first matching [Theme] in the tree if that "
+"[Theme] has a color item with the specified [code]name[/code] and "
+"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
+"name of the current control is used as the type, or [member "
+"theme_type_variation] if it is defined. If the type is a class name its "
+"parent classes are also checked, in order of inheritance.\n"
+"For the current control its local overrides are considered first (see "
+"[method add_color_override]), then its assigned [member theme]. After the "
+"current control, each parent control and its assigned [member theme] are "
+"considered; controls without a [member theme] assigned are skipped. If no "
+"matching [Theme] is found in the tree, a custom project [Theme] (see [member "
+"ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Get the font color defined for the current Control's class, if it "
+"exists.\n"
+" modulate = get_color(\"font_color\")\n"
+" # Get the font color defined for the Button class.\n"
+" modulate = get_color(\"font_color\", \"Button\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns combined minimum size from [member rect_min_size] and [method "
+"get_minimum_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a constant from the first matching [Theme] in the tree if that "
+"[Theme] has a constant item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the mouse cursor shape the control displays on mouse hover. See "
+"[enum CursorShape]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Godot calls this method to get data that can be dragged and dropped onto "
+"controls that expect drop data. Returns [code]null[/code] if there is no "
+"data to drag. Controls that want to receive drop data should implement "
+"[method can_drop_data] and [method drop_data]. [code]position[/code] is "
+"local to this control. Drag may be forced with [method force_drag].\n"
+"A preview that will follow the mouse that should represent the data can be "
+"set with [method set_drag_preview]. A good time to set the preview is in "
+"this method.\n"
+"[codeblock]\n"
+"func get_drag_data(position):\n"
+" var mydata = make_data()\n"
+" set_drag_preview(make_preview(mydata))\n"
+" return mydata\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns [member margin_right] and [member margin_bottom]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the focus neighbour identified by [code]margin[/code] constant from "
+"[enum Margin] enum. A getter method for [member focus_neighbour_bottom], "
+"[member focus_neighbour_left], [member focus_neighbour_right] and [member "
+"focus_neighbour_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the control that has the keyboard focus or [code]null[/code] if none."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
+"has a font item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the position and size of the control relative to the top-left corner "
+"of the screen. See [member rect_position] and [member rect_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
+"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum. A getter method for [member margin_bottom], [member "
+"margin_left], [member margin_right] and [member margin_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the minimum size for this control. See [member rect_min_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the width/height occupied in the parent control."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the parent control node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the position and size of the control relative to the top-left corner "
+"of the parent Control. See [member rect_position] and [member rect_size]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Returns the rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
+"[Theme] has a stylebox item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the default font from the first matching [Theme] in the tree if that "
+"[Theme] has a valid [member Theme.default_font] value.\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns the tooltip, which will appear when the cursor is resting over this "
+"control. See [member hint_tooltip]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Creates an [InputEventMouseButton] that attempts to click the control. If "
+"the event is received, the control acquires focus.\n"
+"[codeblock]\n"
+"func _process(delta):\n"
+" grab_click_focus() #when clicking another Control node, this node will "
+"be clicked instead\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Steal the focus from another control and become the focused control (see "
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a color item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme [Color] "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_color_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a constant item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme constant "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_constant_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if this is the current focused control. See "
+"[member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a font item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme [Font] "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_font_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme icon with "
+"the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_icon_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Virtual method to be implemented by the user. Returns whether the given "
+"[code]point[/code] is inside this control.\n"
+"If not overridden, default behavior is checking if the point is within "
+"control's Rect.\n"
+"[b]Note:[/b] If you want to check if a point is inside the control, you can "
+"use [code]get_rect().has_point(point)[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme shader "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_shader_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a stylebox item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme "
+"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_stylebox_override]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Returns [code]true[/code] if a drag operation is successful. Alternative to "
+"[method Viewport.gui_is_drag_successful].\n"
+"Best used with [constant Node.NOTIFICATION_DRAG_END]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Invalidates the size cache in this node and in parent nodes up to toplevel. "
+"Intended to be used with [method get_minimum_size] when the return value is "
+"changed. Setting [member rect_min_size] directly calls this method "
+"automatically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Give up the focus. No other control will be able to receive keyboard input."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Removes a theme override for a [Color] with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Removes a theme override for a constant with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Removes a theme override for a [Font] with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Removes a theme override for an icon with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Removes a theme override for a shader with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Removes a theme override for a [StyleBox] with the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum to value [code]anchor[/code]. A setter method for [member "
+"anchor_bottom], [member anchor_left], [member anchor_right] and [member "
+"anchor_top].\n"
+"If [code]keep_margin[/code] is [code]true[/code], margins aren't updated "
+"after this operation.\n"
+"If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite "
+"anchor overlaps this anchor, the opposite one will have its value "
+"overridden. For example, when setting left anchor to 1 and the right anchor "
+"has value of 0.5, the right anchor will also get value of 1. If "
+"[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
+"would get value 0.5."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Works the same as [method set_anchor], but instead of [code]keep_margin[/"
+"code] argument and automatic update of margin, it allows to set the margin "
+"offset yourself (see [method set_margin])."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
+"and [method set_margins_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] "
+"enum. This is the code equivalent to using the Layout menu in the 2D "
+"editor.\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's position will "
+"also be updated."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets [member margin_left] and [member margin_top] at the same time. "
+"Equivalent of changing [member rect_position]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Forwards the handling of this control's drag and drop to [code]target[/code] "
+"control.\n"
+"Forwarding can be implemented in the target control similar to the methods "
+"[method get_drag_data], [method can_drop_data], and [method drop_data] but "
+"with two differences:\n"
+"1. The function name must be suffixed with [b]_fw[/b]\n"
+"2. The function must take an extra argument that is the control doing the "
+"forwarding\n"
+"[codeblock]\n"
+"# ThisControl.gd\n"
+"extends Control\n"
+"func _ready():\n"
+" set_drag_forwarding(target_control)\n"
+"\n"
+"# TargetControl.gd\n"
+"extends Control\n"
+"func can_drop_data_fw(position, data, from_control):\n"
+" return true\n"
+"\n"
+"func drop_data_fw(position, data, from_control):\n"
+" my_handle_data(data)\n"
+"\n"
+"func get_drag_data_fw(position, from_control):\n"
+" set_drag_preview(my_preview)\n"
+" return my_data()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Shows the given control at the mouse pointer. A good time to call this "
+"method is in [method get_drag_data]. The control must not be in the scene "
+"tree. You should not free the control, and you should not keep a reference "
+"to the control beyond the duration of the drag. It will be deleted "
+"automatically after the drag has ended.\n"
+"[codeblock]\n"
+"export (Color, RGBA) var color = Color(1, 0, 0, 1)\n"
+"\n"
+"func get_drag_data(position):\n"
+" # Use a control that is not in the tree\n"
+" var cpb = ColorPickerButton.new()\n"
+" cpb.color = color\n"
+" cpb.rect_size = Vector2(50, 50)\n"
+" set_drag_preview(cpb)\n"
+" return color\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum to [Control] at [code]neighbor[/code] node path. A setter "
+"method for [member focus_neighbour_bottom], [member focus_neighbour_left], "
+"[member focus_neighbour_right] and [member focus_neighbour_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the [member rect_global_position] to given [code]position[/code].\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the margin identified by [code]margin[/code] constant from [enum "
+"Margin] enum to given [code]offset[/code]. A setter method for [member "
+"margin_bottom], [member margin_left], [member margin_right] and [member "
+"margin_top]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] "
+"enum. This is the code equivalent to using the Layout menu in the 2D "
+"editor.\n"
+"Use parameter [code]resize_mode[/code] with constants from [enum Control."
+"LayoutPresetMode] to better determine the resulting size of the [Control]. "
+"Constant size will be ignored if used with presets that change size, e.g. "
+"[code]PRESET_LEFT_WIDE[/code].\n"
+"Use parameter [code]margin[/code] to determine the gap between the [Control] "
+"and the edges."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the [member rect_position] to given [code]position[/code].\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sets the rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the size (see [member rect_size]).\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Displays a control as modal. Control must be a subwindow. Modal controls "
+"capture the input signals until closed or the area outside them is accessed. "
+"When a modal control loses focus, or the ESC key is pressed, they "
+"automatically hide. Modal controls are used extensively for popup dialogs "
+"and menus.\n"
+"If [code]exclusive[/code] is [code]true[/code], other controls will not "
+"receive input and clicking outside this control will not close it."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Moves the mouse cursor to [code]to_position[/code], relative to [member "
+"rect_position] of this [Control]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the bottom edge of the node to the origin, the center, or the end of "
+"its parent control. It changes how the bottom margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the left edge of the node to the origin, the center or the end of "
+"its parent control. It changes how the left margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the right edge of the node to the origin, the center or the end of "
+"its parent control. It changes how the right margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Anchors the top edge of the node to the origin, the center or the end of its "
+"parent control. It changes how the top margin updates when the node moves or "
+"changes size. You can use one of the [enum Anchor] constants for convenience."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The focus access mode for the control (None, Click or All). Only one Control "
+"can be focused at the same time, and it will receive keyboard signals."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the down arrow on the keyboard or down on a gamepad by default. You can "
+"change the key by editing the [code]ui_down[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the left arrow on the keyboard or left on a gamepad by default. You can "
+"change the key by editing the [code]ui_left[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the left of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the right arrow on the keyboard or right on a gamepad by default. You can "
+"change the key by editing the [code]ui_right[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the top arrow on the keyboard or top on a gamepad by default. You can change "
+"the key by editing the [code]ui_top[/code] input action. The node must be a "
+"[Control]. If this property is not set, Godot will give focus to the closest "
+"[Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"Tab on a keyboard by default. You can change the key by editing the "
+"[code]ui_focus_next[/code] input action.\n"
+"If this property is not set, Godot will select a \"best guess\" based on "
+"surrounding nodes in the scene tree."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"Shift+Tab on a keyboard by default. You can change the key by editing the "
+"[code]ui_focus_prev[/code] input action.\n"
+"If this property is not set, Godot will select a \"best guess\" based on "
+"surrounding nodes in the scene tree."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Controls the direction on the horizontal axis in which the control should "
+"grow if its horizontal minimum size is changed to be greater than its "
+"current size, as the control always has to be at least the minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Controls the direction on the vertical axis in which the control should grow "
+"if its vertical minimum size is changed to be greater than its current size, "
+"as the control always has to be at least the minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Changes the tooltip text. The tooltip appears when the user's mouse cursor "
+"stays idle over this control for a few moments, provided that the [member "
+"mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change "
+"the time required for the tooltip to appear with [code]gui/timers/"
+"tooltip_delay_sec[/code] option in Project Settings.\n"
+"The tooltip popup will use either a default implementation, or a custom one "
+"that you can provide by overriding [method _make_custom_tooltip]. The "
+"default tooltip includes a [PopupPanel] and [Label] whose theme properties "
+"can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/"
+"code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n"
+"[codeblock]\n"
+"var style_box = StyleBoxFlat.new()\n"
+"style_box.set_bg_color(Color(1, 1, 0))\n"
+"style_box.set_border_width_all(2)\n"
+"# We assume here that the `theme` property has been assigned a custom Theme "
+"beforehand.\n"
+"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
+"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Enables whether input should propagate when you close the control as modal.\n"
+"If [code]false[/code], stops event handling at the viewport input event "
+"handling. The viewport first hides the modal and after marks the input as "
+"handled."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's bottom edge and its parent control, based on "
+"[member anchor_bottom].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's left edge and its parent control, based on "
+"[member anchor_left].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's right edge and its parent control, based on "
+"[member anchor_right].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Distance between the node's top edge and its parent control, based on "
+"[member anchor_top].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The default cursor shape for this control. Useful for Godot plugins and "
+"applications or games that use the system's mouse cursors.\n"
+"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
+"system."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Controls whether the control will be able to receive mouse button input "
+"events through [method _gui_input] and how these events should be handled. "
+"Also controls whether the control can receive the [signal mouse_entered], "
+"and [signal mouse_exited] signals. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Enables whether rendering of [CanvasItem] based children should be clipped "
+"to this control's rectangle. If [code]true[/code], parts of a child which "
+"would be visibly outside of this control's rectangle will not be rendered."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's global position, relative to the world (usually to the top-left "
+"corner of the window)."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The minimum size of the node's bounding rectangle. If you set it to a value "
+"greater than (0, 0), the node's bounding rectangle will always have at least "
+"this size, even if its content is smaller. If it's set to (0, 0), the node "
+"sizes automatically to fit its content, be it a texture or child nodes."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"By default, the node's pivot is its top-left corner. When you change its "
+"[member rect_rotation] or [member rect_scale], it will rotate or scale "
+"around this pivot. Set this property to [member rect_size] / 2 to pivot "
+"around the Control's center."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's position, relative to its parent. It corresponds to the "
+"rectangle's top-left corner. The property is not affected by [member "
+"rect_pivot_offset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's rotation around its pivot, in degrees. See [member "
+"rect_pivot_offset] to change the pivot's position."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node's scale, relative to its [member rect_size]. Change this property "
+"to scale the node around its [member rect_pivot_offset]. The Control's "
+"[member hint_tooltip] will also scale according to this value.\n"
+"[b]Note:[/b] This property is mainly intended to be used for animation "
+"purposes. Text inside the Control will look pixelated or blurry when the "
+"Control is scaled. To support multiple resolutions in your project, use an "
+"appropriate viewport stretch mode as described in the [url=$DOCS_URL/"
+"tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of "
+"scaling Controls individually.\n"
+"[b]Note:[/b] If the Control node is a child of a [Container] node, the scale "
+"will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To "
+"set the Control's scale when it's instanced, wait for one frame using "
+"[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
+"rect_scale] property."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The size of the node's bounding rectangle, in pixels. [Container] nodes "
+"update this property automatically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] nodes how they should resize and place the node "
+"on the X axis. Use one of the [enum SizeFlags] constants to change the "
+"flags. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"If the node and at least one of its neighbours uses the [constant "
+"SIZE_EXPAND] size flag, the parent [Container] will let it take more or less "
+"space depending on this property. If this node has a stretch ratio of 2 and "
+"its neighbour a ratio of 1, this node will take two thirds of the available "
+"space."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] nodes how they should resize and place the node "
+"on the Y axis. Use one of the [enum SizeFlags] constants to change the "
+"flags. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Changing this property replaces the current [Theme] resource this node and "
+"all its [Control] children use."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The name of a theme type variation used by this [Control] to look up its own "
+"theme items. When empty, the class name of the node is used (e.g. "
+"[code]Button[/code] for the [Button] control), as well as the class names of "
+"all parent classes (in order of inheritance).\n"
+"When set, this property gives the highest priority to the type of the "
+"specified name. This type can in turn extend another type, forming a "
+"dependency chain. See [method Theme.set_type_variation]. If the theme item "
+"cannot be found using this type or its base types, lookup falls back on the "
+"class names.\n"
+"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
+"methods without specifying [code]theme_type[/code].\n"
+"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
+"root, where each [Control] node is checked for its [member theme] property. "
+"The earliest match against any type/class name is returned. The project-"
+"level Theme and the default Theme are checked last."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node gains keyboard focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node loses keyboard focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node receives an [InputEvent]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the node's minimum size changes."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Emitted when the mouse enters the control's [code]Rect[/code] area, provided "
+"its [member mouse_filter] lets the event reach it.\n"
+"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters "
+"a child [Control] node before entering the parent's [code]Rect[/code] area, "
+"at least until the mouse is moved to reach the parent's [code]Rect[/code] "
+"area."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Emitted when the mouse leaves the control's [code]Rect[/code] area, provided "
+"its [member mouse_filter] lets the event reach it.\n"
+"[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a "
+"child [Control] node, even if the mouse cursor is still inside the parent's "
+"[code]Rect[/code] area.\n"
+"If you want to check whether the mouse truly left the area, ignoring any top "
+"nodes, you can use code like this:\n"
+"[codeblock]\n"
+"func _on_mouse_exited():\n"
+" if not Rect2(Vector2(), rect_size)."
+"has_point(get_local_mouse_position()):\n"
+" # Not hovering over area.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Emitted when the control changes size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Emitted when one of the size flags changes. See [member "
+"size_flags_horizontal] and [member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The node cannot grab focus. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The node can grab focus on mouse click or using the arrows and the Tab keys "
+"on the keyboard. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when the node changes size. Use [member rect_size] to get the new size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the mouse pointer enters the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the mouse pointer exits the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the node grabs focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when the node loses focus."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when the node's [member theme] changes, right before Godot redraws the "
+"control. Happens when you call one of the [code]add_*_override[/code] "
+"methods."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Sent when an open modal dialog closes. See [method show_modal]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when this node is inside a [ScrollContainer] which has begun being "
+"scrolled."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sent when this node is inside a [ScrollContainer] which has stopped being "
+"scrolled."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's arrow mouse cursor when the user hovers the node. Use with "
+"[member mouse_default_cursor_shape]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's I-beam mouse cursor when the user hovers the node. The I-"
+"beam pointer has a shape similar to \"I\". It tells the user they can "
+"highlight or insert text."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's pointing hand mouse cursor when the user hovers the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "Show the system's cross mouse cursor when the user hovers the node."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's wait mouse cursor when the user hovers the node. Often an "
+"hourglass."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's busy mouse cursor when the user hovers the node. Often an "
+"arrow with a small hourglass."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
+"when the user hovers the node. It tells the user they're currently dragging "
+"an item, like a node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's drop mouse cursor when the user hovers the node. It can be "
+"an open hand. It tells the user they can drop an item they're currently "
+"grabbing, like a node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's forbidden mouse cursor when the user hovers the node. "
+"Often a crossed circle."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's vertical resize mouse cursor when the user hovers the "
+"node. A double-headed vertical arrow. It tells the user they can resize the "
+"window or the panel vertically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's horizontal resize mouse cursor when the user hovers the "
+"node. A double-headed horizontal arrow. It tells the user they can resize "
+"the window or the panel horizontally."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's window resize mouse cursor when the user hovers the node. "
+"The cursor is a double-headed arrow that goes from the bottom left to the "
+"top right. It tells the user they can resize the window or the panel both "
+"horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's window resize mouse cursor when the user hovers the node. "
+"The cursor is a double-headed arrow that goes from the top left to the "
+"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user "
+"they can resize the window or the panel both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's move mouse cursor when the user hovers the node. It shows "
+"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
+"a UI element freely."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's vertical split mouse cursor when the user hovers the node. "
+"On Windows, it's the same as [constant CURSOR_VSIZE]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's horizontal split mouse cursor when the user hovers the "
+"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Show the system's help mouse cursor when the user hovers the node, a "
+"question mark."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
+"with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
+"with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the left edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the top edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the right edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the bottom edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the center of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the left edge of the parent control. The left margin "
+"becomes relative to the left edge and the top margin relative to the top "
+"left corner of the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the top edge of the parent control. The left margin "
+"becomes relative to the top left corner, the top margin relative to the top "
+"edge, and the right margin relative to the top right corner of the node's "
+"parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the right edge of the parent control. The right margin "
+"becomes relative to the right edge and the top margin relative to the top "
+"right corner of the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the bottom edge of the parent control. The left margin "
+"becomes relative to the bottom left corner, the bottom margin relative to "
+"the bottom edge, and the right margin relative to the bottom right corner of "
+"the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
+"Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to a horizontal line that cuts the parent control in "
+"half. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snap all 4 anchors to the respective corners of the parent control. Set all "
+"4 margins to 0 after you applied this preset and the [Control] will fit its "
+"parent control. This is equivalent to the \"Full Rect\" layout option in the "
+"editor. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control will be resized to its minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control's width will not change."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control's height will not change."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid "The control's size will not change."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to expand the bounds of this node to fill all "
+"the available space without pushing any other node. Use with [member "
+"size_flags_horizontal] and [member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to let this node take all the available space "
+"on the axis you flag. If multiple neighboring nodes are set to expand, "
+"they'll share the space based on their stretch ratio. See [member "
+"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
+"[member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Sets the node's size flags to both fill and expand. See the 2 constants "
+"above for more information."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to center the node in itself. It centers the "
+"control based on its bounding box, so it doesn't work with the fill or "
+"expand size flags. Use with [member size_flags_horizontal] and [member "
+"size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Tells the parent [Container] to align the node with its end, either the "
+"bottom or the right edge. It doesn't work with the fill or expand size "
+"flags. Use with [member size_flags_horizontal] and [member "
+"size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will receive mouse button input events through [method "
+"_gui_input] if clicked on. And the control will receive the [signal "
+"mouse_entered] and [signal mouse_exited] signals. These events are "
+"automatically marked as handled, and they will not propagate further to "
+"other controls. This also results in blocking signals in other controls."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will receive mouse button input events through [method "
+"_gui_input] if clicked on. And the control will receive the [signal "
+"mouse_entered] and [signal mouse_exited] signals. If this control does not "
+"handle the event, the parent control (if any) will be considered, and so on "
+"until there is no more parent control to potentially handle it. This also "
+"allows signals to fire in other controls. Even if no control handled it at "
+"all, the event will still be handled automatically, so unhandled input will "
+"not be fired."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will not receive mouse button input events through [method "
+"_gui_input]. The control will also not receive the [signal mouse_entered] "
+"nor [signal mouse_exited] signals. This will not block other controls from "
+"receiving these events or firing the signals. Ignored events will not be "
+"handled automatically."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will grow to the left or top to make up if its minimum size is "
+"changed to be greater than its current size on the respective axis."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will grow to the right or bottom to make up if its minimum size "
+"is changed to be greater than its current size on the respective axis."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"The control will grow in both directions equally to make up if its minimum "
+"size is changed to be greater than its current size."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
+"code], in the top left. Use it with one of the [code]anchor_*[/code] member "
+"variables, like [member anchor_left]. To change all 4 anchors at once, use "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml
+msgid ""
+"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/"
+"code], in the bottom right. Use it with one of the [code]anchor_*[/code] "
+"member variables, like [member anchor_left]. To change all 4 anchors at "
+"once, use [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml
+msgid "Convex polygon shape for 3D physics."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml
+msgid ""
+"Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml
+msgid "The list of 3D points forming the convex polygon shape."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid "Convex polygon shape for 2D physics."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid ""
+"Convex polygon shape for 2D physics. A convex polygon, whatever its shape, "
+"is internally decomposed into as many convex polygons as needed to ensure "
+"all collision checks against it are always done on convex polygons (which "
+"are faster to check).\n"
+"The main difference between a [ConvexPolygonShape2D] and a "
+"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
+"uses a more complex method of collision detection, and a convex one forces "
+"itself to be convex in order to speed up collision detection."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid ""
+"Based on the set of points provided, this creates and assigns the [member "
+"points] property using the convex hull algorithm. Removing all unneeded "
+"points. See [method Geometry.convex_hull_2d] for details."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml
+msgid ""
+"The polygon's list of vertices. Can be in either clockwise or "
+"counterclockwise order. Only set this property with convex hull points, use "
+"[method set_point_cloud] to generate a convex hull shape from concave shape "
+"points."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid "CPU-based 3D particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"CPU-based 3D particle node used to create a variety of particle systems and "
+"effects.\n"
+"See also [Particles], which provides the same functionality with hardware "
+"acceleration, but may not run on older devices.\n"
+"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
+"and doesn't need to be configured by the user."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Sets this node's properties to match a given [Particles] node with an "
+"assigned [ParticlesMaterial]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Returns the base value of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Returns the randomness factor of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Returns the enabled state of the given flag (see [enum Flags] for options)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Restarts the particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Sets the base value of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the randomness factor of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Enables or disables the given flag (see [enum Flags] for options)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"The number of particles emitted in one emission cycle (corresponding to the "
+"[member lifetime]).\n"
+"[b]Note:[/b] Changing [member amount] will reset the particle emission, "
+"therefore removing all particles that were already emitted before changing "
+"[member amount]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Initial rotation applied to each particle, in degrees."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's rotation will be animated along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Rotation randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Initial angular velocity applied to each particle in [i]degrees[/i] per "
+"second. Sets the speed of rotation of the particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's angular velocity will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Angular velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle animation offset."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's animation offset will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Animation offset randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle animation speed."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's animation speed will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Animation speed randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Each particle's initial color. To have particle display color in a "
+"[SpatialMaterial] make sure to set [member SpatialMaterial."
+"vertex_color_use_as_albedo] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's initial color will vary along this [GradientTexture] "
+"(multiplied with [member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's color will vary along this [GradientTexture] over its "
+"lifetime (multiplied with [member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "The rate at which particles lose velocity."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Damping will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Damping randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Unit vector specifying the particles' emission direction."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "Particle draw order. Uses [enum DrawOrder] values."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The rectangle's extents if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_BOX]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the [Color]s to modulate particles by when using [constant "
+"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the direction the particles will be emitted in when using [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets the initial positions to spawn particles when using [constant "
+"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The axis for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The height for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The inner radius for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The radius for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted inside this region. See [enum EmissionShape] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The sphere's radius if [enum EmissionShape] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "If [code]true[/code], particles are being emitted."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"How rapidly particles in an emission cycle are emitted. If greater than "
+"[code]0[/code], there will be a gap in emissions before the next cycle "
+"begins."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The particle system's frame rate is fixed to a value. For instance, changing "
+"the value to 2 will make the particles render at 2 frames per second. Note "
+"this does not slow down the particle system itself."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Align Y axis of particle with the direction of its velocity."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "If [code]true[/code], particles will not move on the z axis."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "If [code]true[/code], particles rotate around Y axis by [member angle]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
+"particles to X/Z plane."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"If [code]true[/code], results in fractional delta calculation which has a "
+"smoother particles display effect."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Gravity applied to every particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Initial hue variation applied to each particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's hue will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Hue variation randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Initial velocity magnitude for each particle. Direction comes from [member "
+"spread] and the node's orientation."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Initial velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "The amount of time each particle will exist (in seconds)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle lifetime randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Linear acceleration applied to each particle in the direction of motion."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's linear acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Linear acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"If [code]true[/code], particles use the parent node's coordinate space. If "
+"[code]false[/code], they use global coordinates."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"The [Mesh] used for each particle. If [code]null[/code], particles will be "
+"spheres."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
+"code] during a cycle, emission will stop at the cycle's end."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin in the local XY plane. Specified in number of full rotations around "
+"origin per second.\n"
+"This property is only available when [member flag_disable_z] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's orbital velocity will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Orbital velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid "Particle system starts as if it had already run for this many seconds."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Radial acceleration applied to each particle. Makes particle accelerate away "
+"from origin."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's radial acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Radial acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid "Emission lifetime randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Initial scale applied to each particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's scale will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Scale randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
+"be used to pause the particles."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid ""
+"Each particle's initial direction range from [code]+spread[/code] to [code]-"
+"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Tangential acceleration applied to each particle. Tangential acceleration is "
+"perpendicular to the particle's velocity giving the particles a swirling "
+"motion."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Each particle's tangential acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Tangential acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "Particles are drawn in the order emitted."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid "Particles are drawn in order of remaining lifetime."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/Particles.xml
+msgid "Particles are drawn in order of depth."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set initial velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set angular velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set orbital velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set linear acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set radial acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set tangential acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set damping properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set angle properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set scale properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set hue variation properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set animation speed properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set animation offset properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Represents the size of the [enum Parameter] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml
+msgid "Use with [method set_particle_flag] to set [member flag_disable_z]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml
+#: doc/classes/SpatialMaterial.xml
+msgid "Represents the size of the [enum Flags] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "All particles will be emitted from a single point."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "Particles will be emitted in the volume of a sphere."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "Particles will be emitted in the volume of a box."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted at a position chosen randomly among [member "
+"emission_points]. Particle color will be modulated by [member "
+"emission_colors]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted at a position chosen randomly among [member "
+"emission_points]. Particle velocity and rotation will be set based on "
+"[member emission_normals]. Particle color will be modulated by [member "
+"emission_colors]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
+msgid "Particles will be emitted in a ring or cylinder."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
+#: doc/classes/ParticlesMaterial.xml
+msgid "Represents the size of the [enum EmissionShape] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid "CPU-based 2D particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"CPU-based 2D particle node used to create a variety of particle systems and "
+"effects.\n"
+"See also [Particles2D], which provides the same functionality with hardware "
+"acceleration, but may not run on older devices.\n"
+"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
+"fly and doesn't need to be configured by the user."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Sets this node's properties to match a given [Particles2D] node with an "
+"assigned [ParticlesMaterial]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Each particle's initial color. If [member texture] is defined, it will be "
+"multiplied by this color."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Each particle's color will vary along this [Gradient] (multiplied with "
+"[member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"The rectangle's extents if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_RECTANGLE]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"The sphere's radius if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml
+#: doc/classes/Particles2D.xml
+msgid ""
+"The particle system's frame rate is fixed to a value. For instance, changing "
+"the value to 2 will make the particles render at 2 frames per second. Note "
+"this does not slow down the simulation of the particle system itself."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
+msgid ""
+"Normal map to be used for the [member texture] property.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin. Specified in number of full rotations around origin per second."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's initial direction range from [code]+spread[/code] to [code]-"
+"spread[/code] degrees."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
+msgid "Particle texture. If [code]null[/code], particles will be squares."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid "Present for consistency with 3D particle nodes, not used in 2D."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid ""
+"Particles will be emitted on the surface of a sphere flattened to two "
+"dimensions."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml
+msgid "Particles will be emitted in the area of a rectangle."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid "Access to advanced cryptographic functionalities."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"The Crypto class allows you to access some more advanced cryptographic "
+"functionalities in Godot.\n"
+"For now, this includes generating cryptographically secure random bytes, RSA "
+"keys and self-signed X509 certificates generation, asymmetric key encryption/"
+"decryption, and signing/verification.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var crypto = Crypto.new()\n"
+"var key = CryptoKey.new()\n"
+"var cert = X509Certificate.new()\n"
+"\n"
+"func _ready():\n"
+" # Generate new RSA key.\n"
+" key = crypto.generate_rsa(4096)\n"
+" # Generate new self-signed certificate with the given key.\n"
+" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
+"O=My Game Company,C=IT\")\n"
+" # Save key and certificate in the user folder.\n"
+" key.save(\"user://generated.key\")\n"
+" cert.save(\"user://generated.crt\")\n"
+" # Encryption\n"
+" var data = \"Some data\"\n"
+" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
+" # Decryption\n"
+" var decrypted = crypto.decrypt(key, encrypted)\n"
+" # Signing\n"
+" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), key)\n"
+" # Verifying\n"
+" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), signature, key)\n"
+" # Checks\n"
+" assert(verified)\n"
+" assert(data.to_utf8() == decrypted)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Compares two [PoolByteArray]s for equality without leaking timing "
+"information in order to prevent timing attacks.\n"
+"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
+"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
+"information."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Decrypt the given [code]ciphertext[/code] with the provided private "
+"[code]key[/code].\n"
+"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
+"size."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Encrypt the given [code]plaintext[/code] with the provided public [code]key[/"
+"code].\n"
+"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
+"size."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates a [PoolByteArray] of cryptographically secure random bytes with "
+"given [code]size[/code]."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates an RSA [CryptoKey] that can be used for creating self-signed "
+"certificates and passed to [method StreamPeerSSL.accept_stream]."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
+"[code]issuer_name[/code]. The certificate validity will be defined by "
+"[code]not_before[/code] and [code]not_after[/code] (first valid date and "
+"last valid date). The [code]issuer_name[/code] must contain at least "
+"\"CN=\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your "
+"company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country "
+"the organization is based in).\n"
+"A small example to generate an RSA key and a X509 self-signed certificate.\n"
+"[codeblock]\n"
+"var crypto = Crypto.new()\n"
+"# Generate 4096 bits RSA key.\n"
+"var key = crypto.generate_rsa(4096)\n"
+"# Generate self-signed certificate using the given key.\n"
+"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
+"Game Company,C=IT\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of "
+"[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] "
+"parameter is the hashing algorithm that is used for the inner and outer "
+"hashes.\n"
+"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
+"HashingContext.HASH_SHA1] are supported."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Sign a given [code]hash[/code] of type [code]hash_type[/code] with the "
+"provided private [code]key[/code]."
+msgstr ""
+
+#: doc/classes/Crypto.xml
+msgid ""
+"Verify that a given [code]signature[/code] for [code]hash[/code] of type "
+"[code]hash_type[/code] against the provided public [code]key[/code]."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid "A cryptographic key (RSA)."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
+"saved like any other [Resource].\n"
+"They can be used to generate a self-signed [X509Certificate] via [method "
+"Crypto.generate_self_signed_certificate] and as private key in [method "
+"StreamPeerSSL.accept_stream] along with the appropriate certificate."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Return [code]true[/code] if this CryptoKey only has the public part, and not "
+"the private one."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Loads a key from [code]path[/code]. If [code]public_only[/code] is "
+"[code]true[/code], only the public key will be loaded.\n"
+"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
+"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
+"is [code]true[/code], only the public key will be loaded."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Saves a key to the given [code]path[/code]. If [code]public_only[/code] is "
+"[code]true[/code], only the public key will be saved.\n"
+"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
+"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml
+msgid ""
+"Returns a string containing the key in PEM format. If [code]public_only[/"
+"code] is [code]true[/code], only the public key will be included."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "A CSG Box shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid ""
+"This node allows you to create a box for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml
+#: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml
+#: modules/csg/doc_classes/CSGPolygon.xml
+#: modules/csg/doc_classes/CSGPrimitive.xml
+#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "Prototyping levels with CSG"
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "Depth of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "Height of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "The material used to render the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml
+msgid "Width of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCombiner.xml
+msgid "A CSG node that allows you to combine other CSG modifiers."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCombiner.xml
+msgid ""
+"For complex arrangements of shapes, it is sometimes needed to add structure "
+"to your CSG nodes. The CSGCombiner node allows you to create this structure. "
+"The node encapsulates the result of the CSG operations of its children. In "
+"this way, it is possible to do operations on one set of shapes that are "
+"children of one CSGCombiner node, and a set of separate operations on a "
+"second set of shapes that are children of a second CSGCombiner node, and "
+"then do an operation that takes the two end results as its input to create "
+"the final shape.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "A CSG Cylinder shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"This node allows you to create a cylinder (or cone) for use with the CSG "
+"system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"If [code]true[/code] a cone is created, the [member radius] will only apply "
+"to one side."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "The height of the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "The material used to render the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid "The radius of the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"The number of sides of the cylinder, the higher this number the more detail "
+"there will be in the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml
+msgid ""
+"If [code]true[/code] the normals of the cylinder are set to give a smooth "
+"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
+"will have a flat shaded look."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid "A CSG Mesh shape that uses a mesh resource."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid ""
+"This CSG node allows you to use any mesh resource as a CSG shape, provided "
+"it is closed, does not self-intersect, does not contain internal faces and "
+"has no edges that connect to more than two faces. See also [CSGPolygon] for "
+"drawing 2D extruded polygons to be used as CSG nodes.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid "The [Material] used in drawing the CSG shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml
+msgid ""
+"The [Mesh] resource to use as a CSG shape.\n"
+"[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals "
+"unless a flat shader is required. By default, CSGMesh will ignore the mesh's "
+"vertex normals and use a smooth shader calculated using the faces' normals. "
+"If a flat shader is required, ensure that all faces' vertex normals are "
+"parallel."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "Extrudes a 2D polygon shape to create a 3D mesh."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"An array of 2D points is extruded to quickly and easily create a variety of "
+"3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"Material to use for the resulting mesh. The UV maps the top half of the "
+"material to the extruded shape (U along the the length of the extrusions and "
+"V around the outline of the [member polygon]), the bottom-left quarter to "
+"the front end face, and the bottom-right quarter to the back end face."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "The [member mode] used to extrude the [member polygon]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], by default, the top half of the "
+"[member material] is stretched along the entire length of the extruded "
+"shape. If [code]false[/code] the top half of the material is repeated every "
+"step of the extrusion."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
+"path points to extrusions."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], this will determine if the "
+"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
+"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
+"the path are joined, by adding an extrusion between the last and first "
+"points of the path."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], if [code]true[/code] the "
+"[Transform] of the [CSGPolygon] is used as the starting point for the "
+"extrusions, not the [Transform] of the [member path_node]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], the location of the [Path] "
+"object used to extrude the [member polygon]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
+"used to rotate the [member polygon] as it is extruded."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], extrusions that are less than "
+"this angle, will be merged together to reduce polygon count."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_PATH], this is the distance along the "
+"path, in meters, the texture coordinates will tile. When set to 0, texture "
+"coordinates will match geometry exactly with no tiling."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The point array that defines the 2D polygon that is extruded. This can be a "
+"convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
+"have any intersecting edges. Otherwise, triangulation will fail and no mesh "
+"will be generated.\n"
+"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
+"will be generated."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "If [code]true[/code], applies smooth shading to the extrusions."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
+"[member polygon] is rotated when extruding."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid "The [member polygon] shape is extruded along the negative Z axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is extruded by rotating it around the Y axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is extruded along the [Path] specified in [member "
+"path_node]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is not rotated.\n"
+"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
+"ensure viable shapes."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape is rotated along the path, but it is not rotated "
+"around the path axis.\n"
+"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
+"ensure viable shapes."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"The [member polygon] shape follows the path and its rotations around the "
+"path axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
+"will determine the distance, in meters, each interval of the path will "
+"extrude."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml
+msgid ""
+"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
+"will subdivide the polygons along the path."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml
+msgid "Base class for CSG primitives."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml
+msgid ""
+"Parent class for various CSG primitives. It contains code and functionality "
+"that is common between them. It cannot be used directly. Instead use one of "
+"the various classes that inherit from it.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml
+msgid "Invert the faces of the mesh."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid "The CSG base class."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"This is the CSG base class that provides CSG operation support to the "
+"various CSG nodes in Godot.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
+#: doc/classes/SoftBody.xml
+msgid "Returns an individual bit on the collision mask."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Returns an [Array] with two elements, the first is the [Transform] of this "
+"node and the second is the root [Mesh] of this node. Only works when this "
+"node is the root shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Returns [code]true[/code] if this is a root shape and is thus the object "
+"that is rendered."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
+msgid ""
+"Sets individual bits on the layer mask. Use this if you only need to change "
+"one layer's value."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
+msgid ""
+"Sets individual bits on the collision mask. Use this if you only need to "
+"change one layer's value."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Calculate tangents for the CSG shape which allows the use of normal maps. "
+"This is only applied on the root shape, this setting is ignored on any child."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The physics layers this area is in.\n"
+"Collidable objects can exist in any of 32 different layers. These layers "
+"work like a tagging system, and are not visual. A collidable can use these "
+"layers to select with which objects it can collide, using the collision_mask "
+"property.\n"
+"A contact is detected if object A is in any of the layers that object B "
+"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The operation that is performed on this shape. This is ignored for the first "
+"CSG child node as the operation is between this node and the previous child "
+"of this nodes parent."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Snap makes the mesh snap to a given distance so that the faces of two meshes "
+"can be perfectly aligned. A lower value results in greater precision but may "
+"be harder to adjust."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Adds a collision shape to the physics engine for our CSG shape. This will "
+"always act like a static body. Note that the collision shape is still active "
+"even if the CSG shape itself is hidden."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"Geometry of both primitives is merged, intersecting geometry is removed."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid "Only intersecting geometry remains, the rest is removed."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml
+msgid ""
+"The second shape is subtracted from the first, leaving a dent with its shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "A CSG Sphere shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid ""
+"This node allows you to create a sphere for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "The material used to render the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "Number of vertical slices for the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "Radius of the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid "Number of horizontal slices for the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml
+msgid ""
+"If [code]true[/code] the normals of the sphere are set to give a smooth "
+"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
+"have a flat shaded look."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "A CSG Torus shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid ""
+"This node allows you to create a torus for use with the CSG system.\n"
+"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
+"Creating CSG nodes has a significant CPU cost compared to creating a "
+"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
+"node also has a significant CPU cost, so it should be avoided during "
+"gameplay."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The inner radius of the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The material used to render the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The outer radius of the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The number of edges each ring of the torus is constructed of."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid "The number of slices the torus is constructed of."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml
+msgid ""
+"If [code]true[/code] the normals of the torus are set to give a smooth "
+"effect making the torus seem rounded. If [code]false[/code] the torus will "
+"have a flat shaded look."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml
+msgid ""
+"A script implemented in the C# programming language (Mono-enabled builds "
+"only)."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml
+msgid ""
+"This class represents a C# script. It is the C# equivalent of the [GDScript] "
+"class and is only available in Mono-enabled Godot builds.\n"
+"See also [GodotSharp]."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml
+#: modules/gdnative/doc_classes/PluginScript.xml
+msgid "Returns a new instance of the script."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "A CubeMap is a 6-sided 3D texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"A 6-sided 3D texture typically used for faking reflections. It can be used "
+"to make an object look as if it's reflecting its surroundings. This usually "
+"delivers much better performance than other reflection methods."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Returns the [CubeMap]'s height."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
+"constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Returns the [CubeMap]'s width."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
+"constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"The render flags for the [CubeMap]. See the [enum Flags] constants for "
+"details."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"The lossy storage quality of the [CubeMap] if the storage mode is set to "
+"[constant STORAGE_COMPRESS_LOSSY]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "The [CubeMap]'s storage mode. See [enum Storage] constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Store the [CubeMap] without any compression."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Store the [CubeMap] with strong compression that reduces image quality."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid ""
+"Store the [CubeMap] with moderate compression that doesn't reduce image "
+"quality."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the left face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the right face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the bottom face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the top face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the front face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Identifier for the back face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Generate mipmaps, to enable smooth zooming out of the texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Repeat (instead of clamp to edge)."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Turn on magnifying filter, to enable smooth zooming in of the texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml
+msgid "Default flags. Generate mipmaps, repeat, and filter are enabled."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Generate an axis-aligned cuboid [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid ""
+"Generate an axis-aligned cuboid [PrimitiveMesh].\n"
+"The cube's UV layout is arranged in a 3×2 layout that allows texturing each "
+"face individually. To apply the same texture on all faces, change the "
+"material's UV property to [code]Vector3(3, 2, 1)[/code].\n"
+"[b]Note:[/b] When using a large textured [CubeMesh] (e.g. as a floor), you "
+"may stumble upon UV jittering issues depending on the camera angle. To solve "
+"this, increase [member subdivide_depth], [member subdivide_height] and "
+"[member subdivide_width] until you no longer notice UV jittering."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Size of the cuboid mesh."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Number of extra edge loops inserted along the Z axis."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Number of extra edge loops inserted along the Y axis."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml
+msgid "Number of extra edge loops inserted along the X axis."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid "Parent of all nodes that can be culled by the Portal system."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Provides common functionality to nodes that can be culled by the [Portal] "
+"system.\n"
+"[code]Static[/code] and [code]Dynamic[/code] objects are the most "
+"efficiently managed objects in the system, but there are some caveats. They "
+"are expected to be present initially when [Room]s are converted using the "
+"[RoomManager] [code]rooms_convert[/code] function, and their lifetime should "
+"be the same as the game level (i.e. present until you call "
+"[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't "
+"create / delete these objects during gameplay, you can manage their "
+"visibility with the standard [code]hide[/code] and [code]show[/code] "
+"commands.\n"
+"[code]Roaming[/code] objects on the other hand, require extra processing to "
+"keep track of which [Room] they are within. This enables them to be culled "
+"effectively, wherever they are.\n"
+"[code]Global[/code] objects are not culled by the portal system, and use "
+"view frustum culling only.\n"
+"Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be "
+"freely created and deleted during the lifetime of the game level."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"This allows fine control over the mesh merging feature in the "
+"[RoomManager].\n"
+"Setting this option to [code]false[/code] can be used to prevent an instance "
+"being merged."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] "
+"with the highest priority.\n"
+"When set to a value other than [code]0[/code], the system will attempt to "
+"autoplace in a [Room] with the [code]autoplace_priority[/code], if it is "
+"present.\n"
+"This can be used to control autoplacement of building exteriors in an outer "
+"[RoomGroup]."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"When a manual bound has not been explicitly specified for a [Room], the "
+"convex hull bound will be estimated from the geometry of the objects within "
+"the room. This setting determines whether the geometry of an object is "
+"included in this estimate of the room bound.\n"
+"[b]Note:[/b] This setting is only relevant when the object is set to "
+"[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for "
+"[Portal]s."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"When using [Room]s and [Portal]s, this specifies how the [CullInstance] is "
+"processed in the system."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, "
+"floors.\n"
+"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] "
+"instance while the room graph is loaded (converted), it will unload the room "
+"graph and deactivate portal culling. This is because the [b]room graph[/b] "
+"data has been invalidated. You will need to reconvert the rooms using the "
+"[RoomManager] to activate the system again."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances within rooms that will move but [b]not change room[/b] - e."
+"g. moving platforms.\n"
+"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] "
+"instance while the room graph is loaded (converted), it will unload the room "
+"graph and deactivate portal culling. This is because the [b]room graph[/b] "
+"data has been invalidated. You will need to reconvert the rooms using the "
+"[RoomManager] to activate the system again."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances that will be frustum culled only - e.g. first person "
+"weapon, debug."
+msgstr ""
+
+#: doc/classes/CullInstance.xml
+msgid ""
+"Use for instances that will not be shown at all - e.g. [b]manual room "
+"bounds[/b] (specified by prefix [i]'Bound_'[/i])."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "A mathematic curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"A curve that can be saved and re-used for other objects. By default, it "
+"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
+"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) "
+"uses the slope of the curve halfway to the adjacent point. Allows custom "
+"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
+"set to [constant TANGENT_FREE]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Recomputes the baked cache of points for the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
+"to their neighbor on the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid "Removes all points from the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid "Returns the number of points describing the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the left [enum TangentMode] for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the left tangent angle (in degrees) for the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Returns the curve coordinates for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the right [enum TangentMode] for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the right tangent angle (in degrees) for the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the Y value for the point that would exist at the X position "
+"[code]offset[/code] along the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Returns the Y value for the point that would exist at the X position "
+"[code]offset[/code] along the curve using the baked cache. Bakes the curve's "
+"points if not already baked."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Removes the point at [code]index[/code] from the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the left [enum TangentMode] for the point at [code]index[/code] to "
+"[code]mode[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the left tangent angle for the point at [code]index[/code] to "
+"[code]tangent[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Sets the offset from [code]0.5[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the right [enum TangentMode] for the point at [code]index[/code] to "
+"[code]mode[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Sets the right tangent angle for the point at [code]index[/code] to "
+"[code]tangent[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"Assigns the vertical position [code]y[/code] to the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The number of points to include in the baked (i.e. cached) curve data."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The maximum value the curve can reach."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The minimum value the curve can reach."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "Emitted when [member max_value] or [member min_value] is changed."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The tangent on this side of the point is user-defined."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid ""
+"The curve calculates the tangent on this side of the point as the slope "
+"halfway towards the adjacent point."
+msgstr ""
+
+#: doc/classes/Curve.xml
+msgid "The total number of available tangent modes."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid "Describes a Bézier curve in 2D space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"This class describes a Bézier curve in 2D space. It is mainly used to give a "
+"shape to a [Path2D], but can be manually sampled for other purposes.\n"
+"It keeps a cache of precalculated points along the curve, to speed up "
+"further calculations."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns the total length of the curve, based on the cached points. Given "
+"enough density (see [member bake_interval]), it should be approximate enough."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid "Returns the cache of points as a [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
+"be used in [method interpolate_baked].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns the closest baked point (in curve's local space) to [code]to_point[/"
+"code].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position of the control point leading to the vertex [code]idx[/"
+"code]. The returned position is relative to the vertex [code]idx[/code]. If "
+"the index is out of bounds, the function sends an error to the console, and "
+"returns [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position of the control point leading out of the vertex "
+"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console, and returns [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position of the vertex [code]idx[/code]. If the index is out of "
+"bounds, the function sends an error to the console, and returns [code](0, 0)"
+"[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns the position between the vertex [code]idx[/code] and the vertex "
+"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
+"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
+"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
+"<=1[/code]) give strange, but predictable results.\n"
+"If [code]idx[/code] is out of bounds it is truncated to the first or last "
+"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
+"function sends an error to the console, and returns [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"Returns a point within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a pixel distance along the curve.\n"
+"To do that, it finds the two cached points where the [code]offset[/code] "
+"lies between, then interpolates the values. This interpolation is cubic if "
+"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
+"[code]false[/code].\n"
+"Cubic interpolation tends to follow the curves better, but linear is faster "
+"(and often, precise enough)."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns the position at the vertex [code]fofs[/code]. It calls [method "
+"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
+"code], and its fractional part as [code]t[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
+"console if [code]idx[/code] is out of bounds."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Sets the position of the control point leading to the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console. The position is relative to the vertex."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Sets the position of the control point leading out of the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console. The position is relative to the vertex."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Sets the position for the vertex [code]idx[/code]. If the index is out of "
+"bounds, the function sends an error to the console."
+msgstr ""
+
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+msgid ""
+"Returns a list of points along the curve, with a curvature controlled point "
+"density. That is, the curvier parts will have more points than the "
+"straighter parts.\n"
+"This approximation makes straight segments between each point, then "
+"subdivides those segments until the resulting shape is similar enough.\n"
+"[code]max_stages[/code] controls how many subdivisions a curve segment may "
+"face before it is considered approximate enough. Each subdivision splits the "
+"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
+"curve segment. Increase with care!\n"
+"[code]tolerance_degrees[/code] controls how many degrees the midpoint of a "
+"segment may deviate from the real curve, before the segment has to be "
+"subdivided."
+msgstr ""
+
+#: doc/classes/Curve2D.xml
+msgid ""
+"The distance in pixels between two adjacent cached points. Changing it "
+"forces the cache to be recomputed the next time the [method "
+"get_baked_points] or [method get_baked_length] function is called. The "
+"smaller the distance, the more points in the cache and the more memory it "
+"will consume, so use with care."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid "Describes a Bézier curve in 3D space."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"This class describes a Bézier curve in 3D space. It is mainly used to give a "
+"shape to a [Path], but can be manually sampled for other purposes.\n"
+"It keeps a cache of precalculated points along the curve, to speed up "
+"further calculations."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid "Returns the cache of points as a [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid "Returns the cache of tilts as a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the cache of up vectors as a [PoolVector3Array].\n"
+"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
+"be used in [method interpolate_baked] or [method "
+"interpolate_baked_up_vector].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position of the control point leading to the vertex [code]idx[/"
+"code]. The returned position is relative to the vertex [code]idx[/code]. If "
+"the index is out of bounds, the function sends an error to the console, and "
+"returns [code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position of the control point leading out of the vertex "
+"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console, and returns [code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position of the vertex [code]idx[/code]. If the index is out of "
+"bounds, the function sends an error to the console, and returns [code](0, 0, "
+"0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the tilt angle in radians for the point [code]idx[/code]. If the "
+"index is out of bounds, the function sends an error to the console, and "
+"returns [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns the position between the vertex [code]idx[/code] and the vertex "
+"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
+"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
+"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
+"<=1[/code]) give strange, but predictable results.\n"
+"If [code]idx[/code] is out of bounds it is truncated to the first or last "
+"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
+"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns a point within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
+"To do that, it finds the two cached points where the [code]offset[/code] "
+"lies between, then interpolates the values. This interpolation is cubic if "
+"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
+"[code]false[/code].\n"
+"Cubic interpolation tends to follow the curves better, but linear is faster "
+"(and often, precise enough)."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Returns an up vector within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
+"To do that, it finds the two cached up vectors where the [code]offset[/code] "
+"lies between, then interpolates the values. If [code]apply_tilt[/code] is "
+"[code]true[/code], an interpolated tilt is applied to the interpolated up "
+"vector.\n"
+"If the curve has no up vectors, the function sends an error to the console, "
+"and returns [code](0, 1, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"Sets the tilt angle in radians for the point [code]idx[/code]. If the index "
+"is out of bounds, the function sends an error to the console.\n"
+"The tilt controls the rotation along the look-at axis an object traveling "
+"the path would have. In the case of a curve controlling a [PathFollow], this "
+"tilt is an offset over the natural tilt the [PathFollow] calculates."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"The distance in meters between two adjacent cached points. Changing it "
+"forces the cache to be recomputed the next time the [method "
+"get_baked_points] or [method get_baked_length] function is called. The "
+"smaller the distance, the more points in the cache and the more memory it "
+"will consume, so use with care."
+msgstr ""
+
+#: doc/classes/Curve3D.xml
+msgid ""
+"If [code]true[/code], the curve will bake up vectors used for orientation. "
+"This is used when [member PathFollow.rotation_mode] is set to [constant "
+"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid "A texture that shows a curve."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid ""
+"Renders a given [Curve] provided to it. Simplifies the task of drawing "
+"curves and/or saving them as image files."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid "The [Curve] that is rendered onto the texture."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml
+msgid ""
+"The width of the texture (in pixels). Higher values make it possible to "
+"represent high-frequency data better (such as sudden direction changes), at "
+"the cost of increased generation time and memory usage."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid "Class representing a cylindrical [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
+"create cones by setting either the [member top_radius] or [member "
+"bottom_radius] properties to [code]0.0[/code]."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
+"will not be generated, resulting in a conic shape."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid "Full height of the cylinder."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Number of radial segments on the cylinder. Higher values result in a more "
+"detailed cylinder/cone at the cost of performance."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Number of edge rings along the height of the cylinder. Changing [member "
+"rings] does not have any visual impact unless a shader or procedural mesh "
+"tool is used to alter the vertex data. Higher values result in more "
+"subdivisions, which can be used to create smoother-looking effects with "
+"shaders or procedural mesh tools (at the cost of performance). When not "
+"altering the vertex data using a shader or procedural mesh tool, [member "
+"rings] should be kept to its default value."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml
+msgid ""
+"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
+"not be generated, resulting in a conic shape."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
+msgid "Cylinder shape for collisions."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
+msgid "The cylinder's height."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
+msgid "The cylinder's radius."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid "Damped spring constraint for 2D physics."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"Damped spring constraint for 2D physics. This resembles a spring joint that "
+"always wants to go back to a given length."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"The spring joint's damping ratio. A value between [code]0[/code] and "
+"[code]1[/code]. When the two bodies move into different directions the "
+"system tries to align them to the spring axis again. A high [code]damping[/"
+"code] value forces the attached bodies to align faster."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"The spring joint's maximum length. The two attached bodies cannot stretch it "
+"past this value."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"When the bodies attached to the spring joint move they stretch or squash it. "
+"The joint always tries to resize towards this length."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml
+msgid ""
+"The higher the value, the less the bodies attached to the joint will deform "
+"it. The joint applies an opposing force to the bodies, the product of the "
+"stiffness multiplied by the size difference from its resting length."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Dictionary type."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Dictionary type. Associative container which contains values referenced by "
+"unique keys. Dictionaries are composed of pairs of keys (which must be "
+"unique) and values. Dictionaries will preserve the insertion order when "
+"adding elements, even though this may not be reflected when printing the "
+"dictionary. In other programming languages, this data structure is sometimes "
+"referred to as a hash map or associative array.\n"
+"You can define a dictionary by placing a comma-separated list of [code]key: "
+"value[/code] pairs in curly braces [code]{}[/code].\n"
+"Erasing elements while iterating over them [b]is not supported[/b] and will "
+"result in undefined behavior.\n"
+"[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
+"dictionary which can be modified independently of the original dictionary, "
+"use [method duplicate].\n"
+"Creating a dictionary:\n"
+"[codeblock]\n"
+"var my_dict = {} # Creates an empty dictionary.\n"
+"\n"
+"var dict_variable_key = \"Another key name\"\n"
+"var dict_variable_value = \"value2\"\n"
+"var another_dict = {\n"
+" \"Some key name\": \"value1\",\n"
+" dict_variable_key: dict_variable_value,\n"
+"}\n"
+"\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"\n"
+"# Alternative Lua-style syntax.\n"
+"# Doesn't require quotes around keys, but only string constants can be used "
+"as key names.\n"
+"# Additionally, key names must start with a letter or an underscore.\n"
+"# Here, `some_key` is a string literal, not a variable!\n"
+"another_dict = {\n"
+" some_key = 42,\n"
+"}\n"
+"[/codeblock]\n"
+"You can access a dictionary's values by referencing the appropriate key. In "
+"the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
+"code]. You can also write [code]points_dict.White[/code], which is "
+"equivalent. However, you'll have to use the bracket syntax if the key you're "
+"accessing the dictionary with isn't a fixed string (such as a number or "
+"variable).\n"
+"[codeblock]\n"
+"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"func _ready():\n"
+" # We can't use dot syntax here as `my_color` is a variable.\n"
+" var points = points_dict[my_color]\n"
+"[/codeblock]\n"
+"In the above code, [code]points[/code] will be assigned the value that is "
+"paired with the appropriate color selected in [code]my_color[/code].\n"
+"Dictionaries can contain more complex data:\n"
+"[codeblock]\n"
+"my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String "
+"key.\n"
+"[/codeblock]\n"
+"To add a key to an existing dictionary, access it like an existing key and "
+"assign to it:\n"
+"[codeblock]\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
+"value.\n"
+"[/codeblock]\n"
+"Finally, dictionaries can contain different types of keys and values in the "
+"same dictionary:\n"
+"[codeblock]\n"
+"# This is a valid dictionary.\n"
+"# To access the string \"Nested value\" below, use `my_dict.sub_dict."
+"sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
+"# Indexing styles can be mixed and matched depending on your needs.\n"
+"var my_dict = {\n"
+" \"String Key\": 5,\n"
+" 4: [1, 2, 3],\n"
+" 7: \"Hello\",\n"
+" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n"
+"[codeblock]\n"
+"array1 = [1, 2, 3]\n"
+"array2 = [1, 2, 3]\n"
+"\n"
+"func compare_arrays():\n"
+" print(array1 == array2) # Will print true.\n"
+"\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1 == dict2) # Will NOT print true.\n"
+"[/codeblock]\n"
+"You need to first calculate the dictionary's hash with [method hash] before "
+"you can compare them:\n"
+"[codeblock]\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1.hash() == dict2.hash()) # Will print true.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] When declaring a dictionary with [code]const[/code], the "
+"dictionary itself can still be mutated by defining the values of individual "
+"keys. Using [code]const[/code] will only prevent assigning the constant with "
+"another value after it was initialized."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "GDScript basics: Dictionary"
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Clear the dictionary, removing all key/value pairs."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Creates a copy of the dictionary, and returns it. The [code]deep[/code] "
+"parameter causes inner dictionaries and arrays to be copied recursively, but "
+"does not apply to objects."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns [code]true[/code] if the dictionary is empty."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Erase a dictionary key/value pair by key. Returns [code]true[/code] if the "
+"given key was present in the dictionary, [code]false[/code] otherwise.\n"
+"[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
+"can iterate over the [method keys] array instead."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns the current value for the specified key in the [Dictionary]. If the "
+"key does not exist, the method returns the value of the optional default "
+"argument, or [code]null[/code] if it is omitted."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns [code]true[/code] if the dictionary has a given key.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
+"follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `true`.\n"
+"if \"godot\" in {\"godot\": \"engine\"}:\n"
+" pass\n"
+"[/codeblock]\n"
+"This method (like the [code]in[/code] operator) will evaluate to [code]true[/"
+"code] as long as the key exists, even if the associated value is [code]null[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns [code]true[/code] if the dictionary has all the keys in the given "
+"array."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Returns a hashed 32-bit integer value representing the dictionary contents. "
+"This can be used to compare dictionaries by value:\n"
+"[codeblock]\n"
+"var dict1 = {0: 10}\n"
+"var dict2 = {0: 10}\n"
+"# The line below prints `true`, whereas it would have printed `false` if "
+"both variables were compared directly.\n"
+"print(dict1.hash() == dict2.hash())\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Dictionaries with the same keys/values but in a different order "
+"will have a different hash.\n"
+"[b]Note:[/b] Dictionaries with equal content will always produce identical "
+"hash values. However, the reverse is not true. Returning identical hash "
+"values does [i]not[/i] imply the dictionaries are equal, because different "
+"dictionaries can have identical hash values due to hash collisions."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns the list of keys in the [Dictionary]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid ""
+"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
+"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns the number of keys in the dictionary."
+msgstr ""
+
+#: doc/classes/Dictionary.xml
+msgid "Returns the list of values in the [Dictionary]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid "Directional light from a distance, as from the Sun."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"A directional light is a type of [Light] node that models an infinite number "
+"of parallel rays covering the entire scene. It is used for lights with "
+"strong intensity that are located far away from the scene to model sunlight "
+"or moonlight. The worldspace location of the DirectionalLight transform "
+"(origin) is ignored. Only the basis is used to determine light direction."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Amount of extra bias for shadow splits that are far away. If self-shadowing "
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Optimizes shadow rendering for detail versus movement. See [enum "
+"ShadowDepthRange]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Can be used to fix special cases of self shadowing when objects are "
+"perpendicular to the light."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The distance from camera to shadow split 1. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The distance from shadow split 1 to split 2. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"The distance from shadow split 2 to split 3. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Renders the entire scene's shadow map from an orthogonal point of view. This "
+"is the fastest directional shadow mode. May result in blurrier shadows on "
+"close objects."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Splits the view frustum in 2 areas, each with its own shadow map. This "
+"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and "
+"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Splits the view frustum in 4 areas, each with its own shadow map. This is "
+"the slowest directional shadow mode."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Keeps the shadow stable when the camera moves, at the cost of lower "
+"effective shadow resolution."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml
+msgid ""
+"Tries to achieve maximum shadow resolution. May result in saw effect on "
+"shadow edges. This mode typically works best in games where the camera will "
+"often move at high speeds, such as most racing games."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid "Type used to handle the filesystem."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Directory type. It is used to manage directories and their content (not "
+"restricted to the project folder).\n"
+"When creating a new [Directory], its default opened directory will be "
+"[code]res://[/code]. This may change in the future, so it is advised to "
+"always use [method open] to initialize your [Directory] where you want to "
+"operate, with explicit error checking.\n"
+"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
+"files), and their source asset will not be included in the exported game, as "
+"only the imported version is used. Use [ResourceLoader] to access imported "
+"resources.\n"
+"Here is an example on how to iterate through the files of a directory:\n"
+"[codeblock]\n"
+"func dir_contents(path):\n"
+" var dir = Directory.new()\n"
+" if dir.open(path) == OK:\n"
+" dir.list_dir_begin()\n"
+" var file_name = dir.get_next()\n"
+" while file_name != \"\":\n"
+" if dir.current_is_dir():\n"
+" print(\"Found directory: \" + file_name)\n"
+" else:\n"
+" print(\"Found file: \" + file_name)\n"
+" file_name = dir.get_next()\n"
+" else:\n"
+" print(\"An error occurred when trying to access the path.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Changes the currently opened directory to the one passed as an argument. The "
+"argument can be relative to the current directory (e.g. [code]newdir[/code] "
+"or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/"
+"code] or [code]res://somedir/newdir[/code]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Copies the [code]from[/code] file to the [code]to[/code] destination. Both "
+"arguments should be paths to files, either relative or absolute. If the "
+"destination file exists and is not access-protected, it will be "
+"overwritten.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns whether the current item processed with the last [method get_next] "
+"call is a directory ([code].[/code] and [code]..[/code] are considered "
+"directories)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns whether the target directory exists. The argument can be relative to "
+"the current directory, or an absolute path."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns whether the target file exists. The argument can be relative to the "
+"current directory, or an absolute path."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns the absolute path to the currently opened directory (e.g. "
+"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns the currently opened directory's drive index. See [method get_drive] "
+"to convert returned index to the name of the drive."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"On Windows, returns the name of the drive (partition) passed as an argument "
+"(e.g. [code]C:[/code]).\n"
+"On macOS, returns the path to the mounted volume passed as an argument.\n"
+"On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
+"an argument.\n"
+"On other platforms, or if the requested drive does not exist, the method "
+"returns an empty String."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"On Windows, returns the number of drives (partitions) mounted on the current "
+"filesystem.\n"
+"On macOS, returns the number of mounted volumes.\n"
+"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
+"On other platforms, the method returns 0."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Returns the next element (file or directory) in the current directory "
+"(including [code].[/code] and [code]..[/code], unless "
+"[code]skip_navigational[/code] was given to [method list_dir_begin]).\n"
+"The name of the file or directory is returned (and not its full path). Once "
+"the stream has been fully processed, the method returns an empty String and "
+"closes the stream automatically (i.e. [method list_dir_end] would not be "
+"mandatory in such a case)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"On UNIX desktop systems, returns the available space on the current "
+"directory's disk. On other platforms, this information is not available and "
+"the method returns 0 or -1."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Initializes the stream used to list all files and directories using the "
+"[method get_next] function, closing the currently opened stream if needed. "
+"Once the stream has been processed, it should typically be closed with "
+"[method list_dir_end].\n"
+"If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and "
+"[code]..[/code] are filtered out.\n"
+"If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered "
+"out."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Closes the current stream opened with [method list_dir_begin] (whether it "
+"has been fully processed with [method get_next] does not matter)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Creates a directory. The argument can be relative to the current directory, "
+"or an absolute path. The target directory should be placed in an already "
+"existing directory (to create the full path recursively, see [method "
+"make_dir_recursive]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Creates a target directory and all necessary intermediate directories in its "
+"path, by calling [method make_dir] recursively. The argument can be relative "
+"to the current directory, or an absolute path.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Opens an existing directory of the filesystem. The [code]path[/code] "
+"argument can be within the project tree ([code]res://folder[/code]), the "
+"user directory ([code]user://folder[/code]) or an absolute path of the user "
+"filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Permanently deletes the target file or an empty directory. The argument can "
+"be relative to the current directory, or an absolute path. If the target "
+"directory is not empty, the operation will fail.\n"
+"If you don't want to delete the file/directory permanently, use [method OS."
+"move_to_trash] instead.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml
+msgid ""
+"Renames (move) the [code]from[/code] file or directory to the [code]to[/"
+"code] destination. Both arguments should be paths to files or directories, "
+"either relative or absolute. If the destination file or directory exists and "
+"is not access-protected, it will be overwritten.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid "Helper class to implement a DTLS server."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid ""
+"This class is used to store the state of a DTLS server. Upon [method setup] "
+"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
+"[method take_connection] as DTLS clients. Under the hood, this class is used "
+"to store the DTLS state and cookies of the server. The reason of why the "
+"state and cookies are needed is outside of the scope of this documentation.\n"
+"Below a small example of how to use it:\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := DTLSServer.new()\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+" var key = load(\"key.key\") # Your private key.\n"
+" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
+" dtls.setup(key, cert)\n"
+"\n"
+"func _process(delta):\n"
+" while server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
+" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
+" continue # It is normal that 50% of the connections fails due to "
+"cookie exchange.\n"
+" print(\"Peer connected!\")\n"
+" peers.append(dtls_peer)\n"
+" for p in peers:\n"
+" p.poll() # Must poll to update the state.\n"
+" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" while p.get_available_packet_count() > 0:\n"
+" print(\"Received message from client: %s\" % p.get_packet()."
+"get_string_from_utf8())\n"
+" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := PacketPeerDTLS.new()\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+" dtls.connect_to_peer(udp, false) # Use true in production for "
+"certificate validation!\n"
+"\n"
+"func _process(delta):\n"
+" dtls.poll()\n"
+" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" if !connected:\n"
+" # Try to contact server\n"
+" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" while dtls.get_available_packet_count() > 0:\n"
+" print(\"Connected: %s\" % dtls.get_packet()."
+"get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid ""
+"Setup the DTLS server to use the given [code]private_key[/code] and provide "
+"the given [code]certificate[/code] to clients. You can pass the optional "
+"[code]chain[/code] parameter to provide additional CA chain information "
+"along with the certificate."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml
+msgid ""
+"Try to initiate the DTLS handshake with the given [code]udp_peer[/code] "
+"which must be already connected (see [method PacketPeerUDP."
+"connect_to_host]).\n"
+"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
+"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
+"the new connections will be invalid due to cookie exchange."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "DynamicFont renders vector font files at runtime."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"DynamicFont renders vector font files dynamically at runtime instead of "
+"using a prerendered texture atlas like [BitmapFont]. This trades the faster "
+"loading time of [BitmapFont]s for the ability to change font parameters like "
+"size and spacing during runtime. [DynamicFontData] is used for referencing "
+"the font file paths. DynamicFont also supports defining one or more fallback "
+"fonts, which will be used when displaying a character not supported by the "
+"main font.\n"
+"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
+"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
+"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
+"and Web Open Font Format 2 ([code].woff2[/code]).\n"
+"[codeblock]\n"
+"var dynamic_font = DynamicFont.new()\n"
+"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
+"dynamic_font.size = 64\n"
+"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-"
+"left typesetting, ligatures, text shaping, variable fonts and optional font "
+"features yet. If you wish to \"bake\" an optional font feature into a TTF "
+"font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. "
+"In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
+"the desired features then generate the font."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Adds a fallback font."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Returns a string containing all the characters available in the main and all "
+"the fallback fonts.\n"
+"If a given character is included in more than one font, it appears only once "
+"in the returned string."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Returns the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Returns the number of fallback fonts."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Removes the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Sets the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
+"[code]value[/code] in pixels (not relative to the font size)."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Extra spacing at the bottom in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Extra spacing for each character in pixels.\n"
+"This can be a negative number to make the distance between characters "
+"smaller."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"Extra spacing for the space character (in addition to [member "
+"extra_spacing_char]) in pixels.\n"
+"This can be a negative number to make the distance between words smaller."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Extra spacing at the top in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "The font data."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"The font outline's color.\n"
+"[b]Note:[/b] It's recommended to leave this at the default value so that you "
+"can adjust it in individual controls. For example, if the outline is made "
+"black here, it won't be possible to change its color using a Label's font "
+"outline modulate theme item."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "The font outline's thickness in pixels (not relative to the font size)."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "The font size in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"If [code]true[/code], filtering is used. This makes the font blurry instead "
+"of pixelated when scaling it if font oversampling is disabled or "
+"ineffective. It's recommended to enable this when using the font in a "
+"control whose size changes over time, unless a pixel art aesthetic is "
+"desired."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid ""
+"If [code]true[/code], mipmapping is used. This improves the font's "
+"appearance when downscaling it if font oversampling is disabled or "
+"ineffective."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing at the top."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing at the bottom."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing for each character."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml
+msgid "Spacing for the space character."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Used with [DynamicFont] to describe the location of a font file."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid ""
+"Used with [DynamicFont] to describe the location of a vector font file for "
+"dynamic rendering at runtime."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid ""
+"If [code]true[/code], the font is rendered with anti-aliasing. This property "
+"applies both to the main font and its outline (if it has one)."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "The path to the vector font file."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], it will override default "
+"font oversampling, ignoring [member SceneTree.use_font_oversampling] value "
+"and viewport stretch mode."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Disables font hinting (smoother but less crisp)."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Use the light font hinting mode."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml
+msgid "Use the default font hinting mode (crisper but less smooth)."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "A script that is executed when exporting the project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"[EditorExportPlugin]s are automatically invoked whenever the user exports "
+"the project. Their most common use is to determine what files are being "
+"included in the exported project. For each plugin, [method _export_begin] is "
+"called at the beginning of the export process and then [method _export_file] "
+"is called for each exported file.\n"
+"To use [EditorExportPlugin], register it using the [method EditorPlugin."
+"add_export_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Virtual method to be overridden by the user. It is called when the export "
+"starts and provides all information about the export. [code]features[/code] "
+"is the list of features for the export, [code]is_debug[/code] is [code]true[/"
+"code] for debug builds, [code]path[/code] is the target path for the "
+"exported project. [code]flags[/code] is only used when running a runnable "
+"profile, e.g. when using native run on Android."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Virtual method to be overridden by the user. Called when the export is "
+"finished."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Virtual method to be overridden by the user. Called for each exported file, "
+"providing arguments that can be used to identify the file. [code]path[/code] "
+"is the path of the file, [code]type[/code] is the [Resource] represented by "
+"the file (e.g. [PackedScene]) and [code]features[/code] is the list of "
+"features for the export.\n"
+"Calling [method skip] inside this callback will make the file not included "
+"in the export."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a custom file to be exported. [code]path[/code] is the virtual path "
+"that can be used to load the file, [code]file[/code] is the binary data of "
+"the file. If [code]remap[/code] is [code]true[/code], file will not be "
+"exported, but instead remapped to the given [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds an iOS bundle file from the given [code]path[/code] to the exported "
+"project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a C++ code to the iOS export. The final code is created from the code "
+"appended by each active export plugin."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's "
+"Xcode project and embeds it into resulting binary.\n"
+"[b]Note:[/b] For static libraries (*.a) works in same way as [method "
+"add_ios_framework].\n"
+"This method should not be used for System libraries as they are already "
+"present on the device."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
+"Linking Phase in iOS's Xcode project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "Adds linker flags for the iOS export."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "Adds content for iOS Property List files."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] "
+"directory of macOS app bundle.\n"
+"[b]Note:[/b] This is useful only for macOS exports."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"Adds a shared object or a directory containing only shared objects with the "
+"given [code]tags[/code] and destination [code]path[/code].\n"
+"[b]Note:[/b] In case of macOS exports, those shared objects will be added to "
+"[code]Frameworks[/code] directory of app bundle.\n"
+"In case of a directory code-sign will error if you place non code object in "
+"directory."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml
+msgid ""
+"To be called inside [method _export_file]. Skips the current file, so it's "
+"not included in the export."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"An editor feature profile which can be used to disable specific features."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"An editor feature profile can be used to disable specific features of the "
+"Godot editor. When disabled, the features won't appear in the editor, which "
+"makes the editor less cluttered. This is useful in education settings to "
+"reduce confusion or when working in a team. For example, artists and level "
+"designers could use a feature profile that disables the script editor to "
+"avoid accidentally making changes to files they aren't supposed to edit.\n"
+"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
+"Profiles...[/b] at the top of the editor window."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid "Returns the specified [code]feature[/code]'s human-readable name."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if the class specified by [code]class_name[/code] "
+"is disabled. When disabled, the class won't appear in the Create New Node "
+"dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if editing for the class specified by "
+"[code]class_name[/code] is disabled. When disabled, the class will still "
+"appear in the Create New Node dialog but the inspector will be read-only "
+"when selecting a node that extends the class."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if [code]property[/code] is disabled in the class "
+"specified by [code]class_name[/code]. When a property is disabled, it won't "
+"appear in the inspector when selecting a node that extends the class "
+"specified by [code]class_name[/code]."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
+"feature is disabled, it will disappear from the editor entirely."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Loads an editor feature profile from a file. The file must follow the JSON "
+"format obtained by using the feature profile manager's [b]Export[/b] button "
+"or the [method save_to_file] method."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Saves the editor feature profile to a file in JSON format. It can then be "
+"imported using the feature profile manager's [b]Import[/b] button or the "
+"[method load_from_file] method."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables the class specified "
+"by [code]class_name[/code]. When disabled, the class won't appear in the "
+"Create New Node dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables editing for the class "
+"specified by [code]class_name[/code]. When disabled, the class will still "
+"appear in the Create New Node dialog but the inspector will be read-only "
+"when selecting a node that extends the class."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables editing for "
+"[code]property[/code] in the class specified by [code]class_name[/code]. "
+"When a property is disabled, it won't appear in the inspector when selecting "
+"a node that extends the class specified by [code]class_name[/code]."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables the editor feature "
+"specified in [code]feature[/code]. When a feature is disabled, it will "
+"disappear from the editor entirely."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The 3D editor. If this feature is disabled, the 3D editor won't display but "
+"3D nodes will still display in the Create New Node dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The Script tab, which contains the script editor and class reference "
+"browser. If this feature is disabled, the Script tab won't display."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
+"display."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"Scene tree editing. If this feature is disabled, the Scene tree dock will "
+"still be visible but will be read-only."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The Node dock. If this feature is disabled, signals and groups won't be "
+"visible and modifiable from the editor."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
+"be visible."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml
+msgid ""
+"The Import dock. If this feature is disabled, the Import dock won't be "
+"visible."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml
+msgid "Represents the size of the [enum Feature] enum."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "A modified version of [FileDialog] used by the editor."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"Adds a comma-delimited file extension filter option to the "
+"[EditorFileDialog] with an optional semi-colon-delimited label.\n"
+"For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text "
+"\"Scenes (*.tscn, *.scn)\"."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Removes all filters except for \"All Files (*)\"."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"Returns the [code]VBoxContainer[/code] used to display the file system.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"Notify the [EditorFileDialog] that its view of the data is no longer "
+"accurate. Updates the view contents on next view update."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The location from which the user may select a file, including [code]res://[/"
+"code], [code]user://[/code], and the local file system."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The currently occupied directory."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The currently selected file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The file system path in the address bar."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
+"overwriting files."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The view format in which the [EditorFileDialog] displays resources to the "
+"user."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The purpose of the [EditorFileDialog], which defines the allowed behaviors."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"If [code]true[/code], hidden files and directories will be visible in the "
+"[EditorFileDialog]."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Emitted when a directory is selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Emitted when a file is selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "Emitted when multiple files are selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select only one file. Accepting the window will "
+"open the file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select multiple files. Accepting the window will "
+"open all files."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select only one directory. Accepting the window "
+"will open the directory."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select a file or directory. Accepting the window "
+"will open it."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can select only one file. Accepting the window will "
+"save the file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid ""
+"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The [EditorFileDialog] can view the entire local file system."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The [EditorFileDialog] displays resources as thumbnails."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml
+msgid "The [EditorFileDialog] displays resources as a list of filenames."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Resource filesystem, as the editor sees it."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"This object holds information of all resources in the filesystem, their "
+"types, etc.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_resource_filesystem]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"Returns the resource type of the file, given the full path. This returns a "
+"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
+"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Gets the root directory object."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Returns a view into the filesystem at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Scan the filesystem for changes."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Check if the source of any imported resource changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"Update a file information. Call this if an external program (not Godot) "
+"modified the file."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Scans the script files and updates the list of custom class names."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Emitted if the filesystem changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Emitted if a resource is reimported."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid ""
+"Emitted if at least one resource is reloaded when the filesystem is scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml
+msgid "Emitted if the source of any imported file changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "A directory for the resource filesystem."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "A more generalized, low-level variation of the directory concept."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the index of the directory with name [code]name[/code] or [code]-1[/"
+"code] if not found."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the index of the file with name [code]name[/code] or [code]-1[/code] "
+"if not found."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the name of the file at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the number of files in this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns [code]true[/code] if the file at index [code]idx[/code] imported "
+"properly."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the path to the file at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the base class of the script class defined in the file at index "
+"[code]idx[/code]. If the file doesn't define a script class using the "
+"[code]class_name[/code] syntax, this will return an empty string."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the name of the script class defined in the file at index [code]idx[/"
+"code]. If the file doesn't define a script class using the [code]class_name[/"
+"code] syntax, this will return an empty string."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the resource type of the file at index [code]idx[/code]. This "
+"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
+"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the name of this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid ""
+"Returns the parent directory for this directory or [code]null[/code] if "
+"called on a directory at [code]res://[/code] or [code]user://[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the path to this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the subdirectory at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml
+msgid "Returns the number of subdirectories in this directory."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Registers a custom resource importer in the editor. Use the class to parse "
+"any file and import it as a new resource type."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"[EditorImportPlugin]s provide a way to extend the editor's resource import "
+"functionality. Use them to import resources from custom files or to provide "
+"alternatives to the editor's existing importers.\n"
+"EditorImportPlugins work by associating with specific file extensions and a "
+"resource type. See [method get_recognized_extensions] and [method "
+"get_resource_type]. They may optionally specify some import presets that "
+"affect the import process. EditorImportPlugins are responsible for creating "
+"the resources and saving them in the [code].import[/code] directory (see "
+"[member ProjectSettings.application/config/"
+"use_hidden_project_data_directory]).\n"
+"Below is an example EditorImportPlugin that imports a [Mesh] from a file "
+"with the extension \".special\" or \".spec\":\n"
+"[codeblock]\n"
+"tool\n"
+"extends EditorImportPlugin\n"
+"\n"
+"func get_importer_name():\n"
+" return \"my.special.plugin\"\n"
+"\n"
+"func get_visible_name():\n"
+" return \"Special Mesh\"\n"
+"\n"
+"func get_recognized_extensions():\n"
+" return [\"special\", \"spec\"]\n"
+"\n"
+"func get_save_extension():\n"
+" return \"mesh\"\n"
+"\n"
+"func get_resource_type():\n"
+" return \"Mesh\"\n"
+"\n"
+"func get_preset_count():\n"
+" return 1\n"
+"\n"
+"func get_preset_name(i):\n"
+" return \"Default\"\n"
+"\n"
+"func get_import_options(i):\n"
+" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
+"\n"
+"func import(source_file, save_path, options, platform_variants, gen_files):\n"
+" var file = File.new()\n"
+" if file.open(source_file, File.READ) != OK:\n"
+" return FAILED\n"
+"\n"
+" var mesh = Mesh.new()\n"
+" # Fill the Mesh with data read in \"file\", left as an exercise to the "
+"reader\n"
+"\n"
+" var filename = save_path + \".\" + get_save_extension()\n"
+" return ResourceSaver.save(filename, mesh)\n"
+"[/codeblock]\n"
+"To use [EditorImportPlugin], register it using the [method EditorPlugin."
+"add_import_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the options and default values for the preset at this index. Returns an "
+"Array of Dictionaries with the following keys: [code]name[/code], "
+"[code]default_value[/code], [code]property_hint[/code] (optional), "
+"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the order of this importer to be run when importing resources. "
+"Importers with [i]lower[/i] import orders will be called first, and higher "
+"values will be called later. Use this to ensure the importer runs after the "
+"dependencies are already imported. The default import order is [code]0[/"
+"code] unless overridden by a specific importer. See [enum ResourceImporter."
+"ImportOrder] for some predefined values."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid "Gets the unique name of the importer."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"This method can be overridden to hide specific import options if conditions "
+"are met. This is mainly useful for hiding options that depend on others if "
+"one of them is disabled. For example:\n"
+"[codeblock]\n"
+"func get_option_visibility(option, options):\n"
+" # Only show the lossy quality setting if the compression mode is set to "
+"\"Lossy\".\n"
+" if option == \"compress/lossy_quality\" and options.has(\"compress/"
+"mode\"):\n"
+" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
+"\n"
+" return true\n"
+"[/codeblock]\n"
+"Return [code]true[/code] to make all options always visible."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the number of initial presets defined by the plugin. Use [method "
+"get_import_options] to get the default options for the preset and [method "
+"get_preset_name] to get the name of the preset."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid "Gets the name of the options preset at this index."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the priority of this plugin for the recognized extension. Higher "
+"priority plugins will be preferred. The default priority is [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the list of file extensions to associate with this loader (case-"
+"insensitive). e.g. [code][\"obj\"][/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the Godot resource type associated with this loader. e.g. "
+"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the extension used to save this resource in the [code].import[/code] "
+"directory (see [member ProjectSettings.application/config/"
+"use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Gets the name to display in the import window. You should choose this name "
+"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml
+msgid ""
+"Imports [code]source_file[/code] into [code]save_path[/code] with the import "
+"[code]options[/code] specified. The [code]platform_variants[/code] and "
+"[code]gen_files[/code] arrays will be modified by this function.\n"
+"This method must be overridden to do the actual importing work. See this "
+"class' description for an example of overriding this method."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "A control used to edit properties of an object."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Refreshes the inspector.\n"
+"[b]Note:[/b] To save on CPU resources, calling this method will do nothing "
+"if the time specified in [code]docks/property_editor/auto_refresh_interval[/"
+"code] editor setting hasn't passed yet since this method was last called. "
+"(By default, this interval is set to 0.3 seconds.)"
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when the Edit button of an [Object] has been pressed in the "
+"inspector. This is mainly used in the remote scene tree inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "Emitted when a property is edited in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when a property is keyed in the inspector. Properties can be keyed "
+"by clicking the \"key\" icon next to a property when the Animation panel is "
+"toggled."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "Emitted when a property is selected in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when a boolean property is toggled in the inspector.\n"
+"[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
+"code] property enabled. Since this property is always enabled in the editor "
+"inspector, this signal is never emitted by the editor itself."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid "Emitted when a resource is selected in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml
+msgid ""
+"Emitted when a property that requires a restart to be applied is edited in "
+"the inspector. This is only used in the Project Settings and Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Plugin for adding custom property editors on inspector."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"[EditorInspectorPlugin] allows adding custom property editors to "
+"[EditorInspector].\n"
+"When an object is edited, the [method can_handle] function is called and "
+"must return [code]true[/code] if the object type is supported.\n"
+"If supported, the function [method parse_begin] will be called, allowing to "
+"place custom controls at the beginning of the class.\n"
+"Subsequently, the [method parse_category] and [method parse_property] are "
+"called for every category and property. They offer the ability to add custom "
+"controls to the inspector too.\n"
+"Finally, [method parse_end] will be called.\n"
+"On each of these calls, the \"add\" functions can be called.\n"
+"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
+"add_inspector_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Inspector plugins"
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Adds a custom control, which is not necessarily a property editor."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"Adds a property editor for an individual property. The [code]editor[/code] "
+"control must extend [EditorProperty]."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"Adds an editor that allows modifying multiple properties. The [code]editor[/"
+"code] control must extend [EditorProperty]."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Returns [code]true[/code] if this object can be handled by this plugin."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Called to allow adding controls at the beginning of the list."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Called to allow adding controls at the beginning of the category."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid "Called to allow adding controls at the end of the list."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml
+msgid ""
+"Called to allow adding property specific editors to the inspector. Usually "
+"these inherit [EditorProperty]. Returning [code]true[/code] removes the "
+"built-in editor for this property, otherwise allows to insert a custom "
+"editor before the built-in one."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Godot editor's interface."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"EditorInterface gives you control over Godot editor's window. It allows "
+"customizing the window, saving and (re-)loading scenes, rendering mesh "
+"previews, inspecting and editing resources and objects, and provides access "
+"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
+"[ScriptEditor], the editor viewport, and information about scenes.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorPlugin.get_editor_interface]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Edits the given [Node]. The node will be also selected if it's inside the "
+"scene tree."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Edits the given [Resource]. If the resource is a [Script] you can also edit "
+"it with [method edit_script] to specify the line and column position."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Edits the given [Script]. The line and column on which to open the script "
+"can also be specified. The script will be open with the user-configured "
+"editor for the script's language which may be an external editor."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the main container of Godot editor's window. For example, you can "
+"use it to retrieve the size of the container and place your controls "
+"accordingly.\n"
+"[b]Warning:[/b] Removing and freeing this node will render the editor "
+"useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the current path being viewed in the [FileSystemDock]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the edited (current) scene's root [Node]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
+"scale). This can be used to adjust position and dimensions of the UI added "
+"by plugins.\n"
+"[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
+"code] and [code]interface/editor/custom_display_scale[/code] editor "
+"settings. Editor must be restarted for changes to be properly applied."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorSettings] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the main editor control. Use this as a parent for main screens.\n"
+"[b]Note:[/b] This returns the main editor control containing the whole "
+"editor, not the 2D or 3D viewports specifically.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the editor's [FileSystemDock] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the editor's [EditorInspector] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns an [Array] with the file paths of the currently opened scenes."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the name of the scene that is being played. If no scene is currently "
+"being played, returns an empty string."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorFileSystem] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorResourcePreview] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the editor's [ScriptEditor] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns the path of the directory currently selected in the "
+"[FileSystemDock]. If a file is selected, its base directory will be returned "
+"using [method String.get_base_dir] instead."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Returns the editor's [EditorSelection] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Shows the given property on the given [code]object[/code] in the editor's "
+"Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
+"will not attempt to edit [code]object[/code]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
+"code] otherwise. Paused scenes are considered as being played."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. "
+"The plugin name is the same as its directory name."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Opens the scene at the given path."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Plays the currently active scene."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Plays the scene specified by its filepath."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Plays the main scene."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Reloads the scene at the given path."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
+"code] (see [@GlobalScope] constants)."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Saves the scene as a file at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Selects the file, with the path provided by [code]file[/code], in the "
+"FileSystem dock."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Sets the editor's current main screen to the one specified in [code]name[/"
+"code]. [code]name[/code] must match the text of the tab in question exactly "
+"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
+"code])."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"Sets the enabled status of a plugin. The plugin name is the same as its "
+"directory name."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid "Stops the scene that is currently playing."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml
+msgid ""
+"If [code]true[/code], enables distraction-free mode which hides side docks "
+"to increase the space available for the main view."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Used by the editor to extend its functionality."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Plugins are used by the editor to extend functionality. The most common "
+"types of plugins are those which edit a given node or resource type, import "
+"plugins and export plugins. See also [EditorScript] to add functions to the "
+"editor."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a control to the bottom panel (together with Output, Debug, Animation, "
+"etc). Returns a reference to the button added. It's up to you to hide/show "
+"the button when needed. When your plugin is deactivated, make sure to remove "
+"your custom control with [method remove_control_from_bottom_panel] and free "
+"it with [method Node.queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom control to a container (see [enum CustomControlContainer]). "
+"There are many locations where custom controls can be added in the editor "
+"UI.\n"
+"Please remember that you have to manage the visibility of your custom "
+"controls yourself (and likely hide it after adding it).\n"
+"When your plugin is deactivated, make sure to remove your custom control "
+"with [method remove_control_from_container] and free it with [method Node."
+"queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
+"If the dock is repositioned and as long as the plugin is active, the editor "
+"will save the dock position on further sessions.\n"
+"When your plugin is deactivated, make sure to remove your custom control "
+"with [method remove_control_from_docks] and free it with [method Node."
+"queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom type, which will appear in the list of nodes or resources. An "
+"icon can be optionally passed.\n"
+"When given node or resource is selected, the base type will be instanced "
+"(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded "
+"and set to this object.\n"
+"You can use the virtual method [method handles] to check if your custom "
+"object is being edited by checking the script or using the [code]is[/code] "
+"keyword.\n"
+"During run-time, this will be a simple object with a script so this function "
+"does not need to be called then."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorExportPlugin]. Export plugins are used to perform "
+"tasks when the project is being exported.\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorImportPlugin]. Import plugins are used to import "
+"custom and unsupported assets as a custom [Resource] type.\n"
+"[b]Note:[/b] If you want to import custom 3D asset formats use [method "
+"add_scene_import_plugin] instead.\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to "
+"extend [EditorInspector] and provide custom configuration tools for your "
+"object's properties.\n"
+"[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the "
+"registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to "
+"prevent leaks and an unexpected behavior.\n"
+"[codeblock]\n"
+"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
+"script.gd\")\n"
+"var inspector_plugin = MyInspectorPlugin.new()\n"
+"\n"
+"func _enter_tree():\n"
+" add_inspector_plugin(inspector_plugin)\n"
+"\n"
+"func _exit_tree():\n"
+" remove_inspector_plugin(inspector_plugin)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorSceneImporter]. Scene importers are used to import "
+"custom 3D asset formats as scenes."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add "
+"custom gizmos to the 3D preview viewport for a [Spatial].\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that "
+"calls [code]callback[/code] on an instance of [code]handler[/code] with a "
+"parameter [code]ud[/code] when user activates it."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. "
+"[code]submenu[/code] should be an object of class [PopupMenu]. This submenu "
+"should be cleaned up using [code]remove_tool_menu_item(name)[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is called when the editor is about to save the project, switch "
+"to another tab, etc. It asks the plugin to apply any pending state changes "
+"to ensure consistency.\n"
+"This is used, for example, in shader editors to let the plugin know that it "
+"must apply the shader code being written by the user to the object."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is called when the editor is about to run the project. The "
+"plugin can then perform required operations before the project runs.\n"
+"This method must return a boolean. If this method returns [code]false[/"
+"code], the project will not run. The run is aborted immediately, so this "
+"also prevents all other plugins' [method build] methods from running."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Clear all the state and reset the object being edited to zero. This ensures "
+"your plugin does not keep editing a currently existing node, or a node from "
+"the wrong scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
+"tab of the project settings window."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This function is used for plugins that edit specific object types (nodes or "
+"resources). It requests the editor to edit the given object."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
+"tab of the project settings window."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the 2D editor's viewport is updated. Use the "
+"[code]overlay[/code] [Control] for drawing. You can update the viewport "
+"manually by calling [method update_overlays].\n"
+"[codeblock]\n"
+"func forward_canvas_draw_over_viewport(overlay):\n"
+" # Draw a circle at cursor position.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
+"white)\n"
+"\n"
+"func forward_canvas_gui_input(event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Redraw viewport when cursor is moved.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is the same as [method forward_canvas_draw_over_viewport], "
+"except it draws on top of everything. Useful when you need an extra layer "
+"that shows over anything else.\n"
+"You need to enable calling of this method by using [method "
+"set_force_draw_over_forwarding_enabled]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called when there is a root node in the current edited scene, [method "
+"handles] is implemented and an [InputEvent] happens in the 2D viewport. "
+"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
+"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
+"other Editor classes. Example:\n"
+"[codeblock]\n"
+"# Prevents the InputEvent to reach other Editor classes\n"
+"func forward_canvas_gui_input(event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Must [code]return false[/code] in order to forward the [InputEvent] to other "
+"Editor classes. Example:\n"
+"[codeblock]\n"
+"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
+"func forward_canvas_gui_input(event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called by the engine when the 3D editor's viewport is updated. Use the "
+"[code]overlay[/code] [Control] for drawing. You can update the viewport "
+"manually by calling [method update_overlays].\n"
+"[codeblock]\n"
+"func forward_spatial_draw_over_viewport(overlay):\n"
+" # Draw a circle at cursor position.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
+"\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Redraw viewport when cursor is moved.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is the same as [method forward_spatial_draw_over_viewport], "
+"except it draws on top of everything. Useful when you need an extra layer "
+"that shows over anything else.\n"
+"You need to enable calling of this method by using [method "
+"set_force_draw_over_forwarding_enabled]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Called when there is a root node in the current edited scene, [method "
+"handles] is implemented and an [InputEvent] happens in the 3D viewport. "
+"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
+"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
+"other Editor classes. Example:\n"
+"[codeblock]\n"
+"# Prevents the InputEvent to reach other Editor classes\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Must [code]return false[/code] in order to forward the [InputEvent] to other "
+"Editor classes. Example:\n"
+"[codeblock]\n"
+"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This is for editors that edit script-based objects. You can return a list of "
+"breakpoints in the format ([code]script:line[/code]), for example: "
+"[code]res://path_to_script.gd:25[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Returns the [EditorInterface] object that gives you control over Godot "
+"editor's window and its functionalities."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method in your plugin to return a [Texture] in order to give "
+"it an icon.\n"
+"For main screen plugins, this appears at the top of the screen, to the right "
+"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
+"Ideally, the plugin icon should be white with a transparent background and "
+"16x16 pixels in size.\n"
+"[codeblock]\n"
+"func get_plugin_icon():\n"
+" # You can use a custom icon:\n"
+" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
+" # Or use a built-in icon:\n"
+" return get_editor_interface().get_base_control().get_icon(\"Node\", "
+"\"EditorIcons\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method in your plugin to provide the name of the plugin when "
+"displayed in the Godot editor.\n"
+"For main screen plugins, this appears at the top of the screen, to the right "
+"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Gets the Editor's dialog used for making scripts.\n"
+"[b]Note:[/b] Users can configure it before use.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method to provide a state data you want to be saved, like view "
+"position, grid settings, folding, etc. This is used when saving the scene "
+"(so state is kept when opening it again) and for switching tabs (so state "
+"can be restored when the tab returns). This data is automatically saved for "
+"each scene in an [code]editstate[/code] file in the editor metadata folder. "
+"If you want to store global (scene-independent) editor data for your plugin, "
+"you can use [method get_window_layout] instead.\n"
+"Use [method set_state] to restore your saved state.\n"
+"[b]Note:[/b] This method should not be used to save important settings that "
+"should persist with the project.\n"
+"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
+"stored and restored correctly.\n"
+"[codeblock]\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Gets the undo/redo object. Most actions in the editor can be undoable, so "
+"use this object to make sure this happens when it's worth it."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Override this method to provide the GUI layout of the plugin or any other "
+"data you want to be stored. This is used to save the project's editor layout "
+"when [method queue_save_layout] is called or the editor layout was changed "
+"(for example changing the position of a dock). The data is stored in the "
+"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
+"Use [method set_window_layout] to restore your saved layout.\n"
+"[codeblock]\n"
+"func get_window_layout(configuration):\n"
+" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
+"position)\n"
+" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Implement this function if your plugin edits a specific type of object "
+"(Resource or Node). If you return [code]true[/code], then you will get the "
+"functions [method edit] and [method make_visible] called when the editor "
+"requests them. If you have declared the methods [method "
+"forward_canvas_gui_input] and [method forward_spatial_gui_input] these will "
+"be called too."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Returns [code]true[/code] if this is a main screen editor plugin (it goes in "
+"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
+"[b]AssetLib[/b])."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Minimizes the bottom panel."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Makes a specific item in the bottom panel visible."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This function will be called when the editor is requested to become visible. "
+"It is used for plugins that edit a specific object type.\n"
+"Remember that you have to manage the visibility of all your editor controls "
+"manually."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Queue save the project's editor layout."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an Autoload [code]name[/code] from the list."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes the control from the bottom panel. You have to manually [method Node."
+"queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes the control from the specified container. You have to manually "
+"[method Node.queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes the control from the dock. You have to manually [method Node."
+"queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes a custom type added by [method add_custom_type]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an export plugin registered by [method add_export_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an import plugin registered by [method add_import_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes an inspector plugin registered by [method add_import_plugin]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Removes a scene importer registered by [method add_scene_import_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"This method is called after the editor saves the project or when it's "
+"closed. It asks the plugin to save edited external scenes/resources."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Enables calling of [method forward_canvas_force_draw_over_viewport] for the "
+"2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D "
+"editor when their viewports are updated. You need to call this method only "
+"once and it will work permanently for this plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Use this method if you always want to receive inputs from 3D view screen "
+"inside [method forward_spatial_gui_input]. It might be especially usable if "
+"your plugin will want to use raycast in the scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Restore the state saved by [method get_state]. This method is called when "
+"the current scene tab is changed in the editor.\n"
+"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
+"it will not be recognized and this method will not be called.\n"
+"[codeblock]\n"
+"func set_state(data):\n"
+" zoom = data.get(\"zoom\", 1.0)\n"
+" preferred_color = data.get(\"my_color\", Color.white)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
+"This method is called for every plugin on editor startup. Use the provided "
+"[code]configuration[/code] file to read your saved data.\n"
+"[codeblock]\n"
+"func set_window_layout(configuration):\n"
+" $Window.position = configuration.get_value(\"MyPlugin\", "
+"\"window_position\", Vector2())\n"
+" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
+"Color.white)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Updates the overlays of the 2D and 3D editor viewport. Causes methods "
+"[method forward_canvas_draw_over_viewport], [method "
+"forward_canvas_force_draw_over_viewport], [method "
+"forward_spatial_draw_over_viewport] and [method "
+"forward_spatial_force_draw_over_viewport] to be called."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
+"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Emitted when the scene is changed in the editor. The argument will return "
+"the root node of the scene that has just become active. If this scene is new "
+"and empty, the argument will be [code]null[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid ""
+"Emitted when user closes a scene. The argument is file path to a closed "
+"scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml
+msgid "Represents the size of the [enum DockSlot] enum."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Custom control to edit properties for adding into the inspector."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"This control allows property editing for one or multiple properties into "
+"[EditorInspector]. It is added via [EditorInspectorPlugin]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"If any of the controls added can gain keyboard focus, add it here. This "
+"ensures that focus will be restored if the inspector is refreshed."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"If one or several properties have changed, this must be called. [code]field[/"
+"code] is used in case your editor can modify fields separately (as an "
+"example, Vector3.x). The [code]changing[/code] argument avoids the editor "
+"requesting this property to be refreshed (leave as [code]false[/code] if "
+"unsure)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Gets the edited object."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Gets the edited property. If your editor is for a single property (added via "
+"[method EditorInspectorPlugin.parse_property]), then this will return the "
+"property."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Must be implemented to provide a custom tooltip to the property editor."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Puts the [code]editor[/code] control below the property label. The control "
+"must be previously added using [method Node.add_child]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "When this virtual function is called, you must update your editor."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is "
+"checkable."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is checked."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is drawn "
+"with the editor theme's warning color. This is used for editable children's "
+"properties."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property can add "
+"keys for animation."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Set this property to change the label (if you want to show one)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is read-"
+"only."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Emit it if you want multiple properties modified at the same time. Do not "
+"use if added via [method EditorInspectorPlugin.parse_property]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Do not emit this manually, use the [method emit_changed] method instead."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Emitted when a property was checked. Used internally."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Emit it if you want to add this value as an animation key (check for keying "
+"being enabled first)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Emit it if you want to key a property with a single value."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"Emit it if you want to mark (or unmark) the value of a property for being "
+"saved regardless of being equal to the default value.\n"
+"The default value is the one the property will get when the node is just "
+"instantiated and can come from an ancestor scene in the inheritance/"
+"instancing chain, a script or a builtin class."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid ""
+"If you want a sub-resource to be edited, emit this signal with the resource."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml
+msgid "Emitted when selected. Used internally."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "Godot editor's control for selecting [Resource] type properties."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"This [Control] node is used in the editor's Inspector dock to allow editing "
+"of [Resource] type properties. It provides options for creating, loading, "
+"saving and converting resources. Can be used with [EditorInspectorPlugin] to "
+"recreate the same behavior.\n"
+"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
+"editing is controlled by the Inspector dock itself or sub-Inspectors."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"Returns a list of all allowed types and subtypes corresponding to the "
+"[member base_type]. If the [member base_type] is empty, an empty list is "
+"returned."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"This virtual method can be implemented to handle context menu items not "
+"handled by default. See [method set_create_options]."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"This virtual method is called when updating the context menu of "
+"[EditorResourcePicker]. Implement this method to override the \"New ...\" "
+"items with your own options. [code]menu_node[/code] is a reference to the "
+"[PopupMenu] node.\n"
+"[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
+"items."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"Sets the toggle mode state for the main button. Works only if [member "
+"toggle_mode] is set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"The base type of allowed resource types. Can be a comma-separated list of "
+"several options."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "If [code]true[/code], the value can be selected and edited."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "The edited resource value."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"If [code]true[/code], the main button with the resource preview works in the "
+"toggle mode. Use [method set_toggle_pressed] to manually set the state."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid "Emitted when the value of the edited resource was changed."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml
+msgid ""
+"Emitted when the resource value was set and user clicked to edit it. When "
+"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
+"menu \"Edit\" option."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid "Helper to generate previews of resources or files."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"This object is used to generate previews for resources of files.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_resource_previewer]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid "Create an own, custom preview generator."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Check if the resource changed, if so, it will be invalidated and the "
+"corresponding signal emitted."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Queue the [code]resource[/code] being edited for preview. Once the preview "
+"is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be "
+"called. The [code]receiver_func[/code] must take the following four "
+"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
+"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
+"returned when [code]receiver_func[/code] is called.\n"
+"[b]Note:[/b] If it was not possible to create the preview the "
+"[code]receiver_func[/code] will still be called, but the preview will be "
+"null."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Queue a resource file located at [code]path[/code] for preview. Once the "
+"preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] "
+"will be called. The [code]receiver_func[/code] must take the following four "
+"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
+"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
+"returned when [code]receiver_func[/code] is called.\n"
+"[b]Note:[/b] If it was not possible to create the preview the "
+"[code]receiver_func[/code] will still be called, but the preview will be "
+"null."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid "Removes a custom preview generator."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml
+msgid ""
+"Emitted if a preview was invalidated (changed). [code]path[/code] "
+"corresponds to the path of the preview."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid "Custom generator of previews."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Custom code to generate previews. Please check [code]file_dialog/"
+"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
+"previews at."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"If this function returns [code]true[/code], the generator will call [method "
+"generate] or [method generate_from_path] for small previews as well.\n"
+"By default, it returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Generate a preview from a given resource with the specified size. This must "
+"always be implemented.\n"
+"Returning an empty texture is an OK way to fail and let another generator "
+"take care.\n"
+"Care must be taken because this function is always called from a thread (not "
+"the main thread)."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Generate a preview directly from a path with the specified size. "
+"Implementing this is optional, as default code will load and call [method "
+"generate].\n"
+"Returning an empty texture is an OK way to fail and let another generator "
+"take care.\n"
+"Care must be taken because this function is always called from a thread (not "
+"the main thread)."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"If this function returns [code]true[/code], the generator will automatically "
+"generate the small previews from the normal preview texture generated by the "
+"methods [method generate] or [method generate_from_path].\n"
+"By default, it returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml
+msgid ""
+"Returns [code]true[/code] if your generator supports the resource of type "
+"[code]type[/code]."
+msgstr ""
+
+#: doc/classes/EditorSceneImporter.xml
+msgid "Imports scenes from third-parties' 3D files."
+msgstr ""
+
+#: doc/classes/EditorSceneImporter.xml
+msgid ""
+"[EditorSceneImporter] allows to define an importer script for a third-party "
+"3D format.\n"
+"To use [EditorSceneImporter], register it using the [method EditorPlugin."
+"add_scene_import_plugin] method first."
+msgstr ""
+
+#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
+msgid "FBX 3D asset importer."
+msgstr ""
+
+#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
+msgid ""
+"This is an FBX 3D asset importer with full support for most FBX features.\n"
+"If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n"
+"[codeblock]\n"
+"- Smoothing Groups\n"
+"- Smooth Mesh\n"
+"- Triangluate (for meshes with blend shapes)\n"
+"- Bake Animation\n"
+"- Resample All\n"
+"- Deformed Models\n"
+"- Skins\n"
+"- Blend Shapes\n"
+"- Curve Filters\n"
+"- Constant Key Reducer\n"
+"- Auto Tangents Only\n"
+"- *Do not check* Constraints (as it will break the file)\n"
+"- Can check Embed Media (embeds textures into the exported FBX file)\n"
+" - Note that when importing embedded media, the texture and mesh will be a "
+"single immutable file.\n"
+" - You will have to re-export then re-import the FBX if the texture has "
+"changed.\n"
+"- Units: Centimeters\n"
+"- Up Axis: Y\n"
+"- Binary format in FBX 2017\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid "Post-processes scenes after import."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid ""
+"Imported scenes can be automatically modified right after import by setting "
+"their [b]Custom Script[/b] Import property to a [code]tool[/code] script "
+"that inherits from this class.\n"
+"The [method post_import] callback receives the imported scene's root node "
+"and returns the modified version of the scene. Usage example:\n"
+"[codeblock]\n"
+"tool # Needed so it runs in editor\n"
+"extends EditorScenePostImport\n"
+"\n"
+"# This sample changes all node names\n"
+"\n"
+"# Called right after the scene is imported and gets the root node\n"
+"func post_import(scene):\n"
+" # Change all node names to \"modified_[oldnodename]\"\n"
+" iterate(scene)\n"
+" return scene # Remember to return the imported scene\n"
+"\n"
+"func iterate(node):\n"
+" if node != null:\n"
+" node.name = \"modified_\" + node.name\n"
+" for child in node.get_children():\n"
+" iterate(child)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid ""
+"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
+"code])."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid "Returns the resource folder the imported scene file is located in."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml
+msgid ""
+"Called after the scene was imported. This method must return the modified "
+"version of the scene."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "Base script that can be used to add extension functions to the editor."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid ""
+"Scripts extending this class and implementing its [method _run] method can "
+"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
+"pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is "
+"useful for adding custom in-editor functionality to Godot. For more complex "
+"additions, consider using [EditorPlugin]s instead.\n"
+"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
+"[b]Example script:[/b]\n"
+"[codeblock]\n"
+"tool\n"
+"extends EditorScript\n"
+"\n"
+"func _run():\n"
+" print(\"Hello from the Godot Editor!\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The script is run in the Editor context, which means the output "
+"is visible in the console window started with the Editor (stdout) instead of "
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid ""
+"Adds [code]node[/code] as a child of the root node in the editor context.\n"
+"[b]Warning:[/b] The implementation of this method is currently disabled."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "Returns the [EditorInterface] singleton instance."
+msgstr ""
+
+#: doc/classes/EditorScript.xml
+msgid "Returns the Editor's currently active scene."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml
+msgid ""
+"Godot editor's control for selecting the [code]script[/code] property of a "
+"[Node]."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml
+msgid ""
+"Similar to [EditorResourcePicker] this [Control] node is used in the "
+"editor's Inspector dock, but only to edit the [code]script[/code] property "
+"of a [Node]. Default options for creating new resources of all possible "
+"subtypes are replaced with dedicated buttons that open the \"Attach Node "
+"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the "
+"same behavior.\n"
+"[b]Note:[/b] You must set the [member script_owner] for the custom context "
+"menu items to work."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml
+msgid "The owner [Node] of the script property that holds the edited resource."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Manages the SceneTree selection in the editor."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid ""
+"This object manages the SceneTree selection in the editor.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_selection]."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid ""
+"Adds a node to the selection.\n"
+"[b]Note:[/b] The newly selected node will not be automatically edited in the "
+"inspector. If you want to edit a node, use [method EditorInterface."
+"edit_node]."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Clear the selection."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Gets the list of selected nodes."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid ""
+"Gets the list of selected nodes, optimized for transform operations (i.e. "
+"moving them, rotating, etc). This list avoids situations where a node is "
+"selected and also child/grandchild."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Removes a node from the selection."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml
+msgid "Emitted when the selection changes."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Object that holds the project-independent editor settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Object that holds the project-independent editor settings. These settings "
+"are generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
+"Property names use slash delimiters to distinguish sections. Setting values "
+"can be of any [Variant] type. It's recommended to use [code]snake_case[/"
+"code] for editor settings to be consistent with the Godot editor itself.\n"
+"Accessing the settings can be done using the following methods, such as:\n"
+"[codeblock]\n"
+"# `settings.set(\"some/property\", value)` also works as this class "
+"overrides `_set()` internally.\n"
+"settings.set_setting(\"some/property\",value)\n"
+"\n"
+"# `settings.get(\"some/property\", value)` also works as this class "
+"overrides `_get()` internally.\n"
+"settings.get_setting(\"some/property\")\n"
+"\n"
+"var list_of_settings = settings.get_property_list()\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_editor_settings]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Adds a custom property info to a property. The dictionary must contain:\n"
+"- [code]name[/code]: [String] (the name of the property)\n"
+"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
+"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
+"[code]hint_string[/code]: [String]\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"editor_settings.set(\"category/property_name\", 0)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"one,two,three\"\n"
+"}\n"
+"\n"
+"editor_settings.add_property_info(property_info)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Erases the setting whose name is specified by [code]property[/code]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Returns the list of favorite files and directories for this project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns project-specific metadata for the [code]section[/code] and "
+"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
+"code] will be returned instead. See also [method set_project_metadata]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the project-specific settings path. Projects all have a unique "
+"subdirectory inside the settings path where project-specific settings are "
+"saved."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the list of recently visited folders in the file dialog for this "
+"project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the value of the setting specified by [code]name[/code]. This is "
+"equivalent to using [method Object.get] on the EditorSettings instance."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Gets the global settings path for the engine. Inside this path, you can find "
+"some standard paths such as:\n"
+"[code]settings/tmp[/code] - Used for temporary storage of files\n"
+"[code]settings/templates[/code] - Where export templates are located"
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns [code]true[/code] if the setting specified by [code]name[/code] "
+"exists, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns [code]true[/code] if the setting specified by [code]name[/code] can "
+"have its value reverted to the default value, [code]false[/code] otherwise. "
+"When this method returns [code]true[/code], a Revert button will display "
+"next to the setting in the Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Returns the default value of the setting specified by [code]name[/code]. "
+"This is the value that would be applied when clicking the Revert button in "
+"the Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Sets the list of favorite files and directories for this project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets the initial value of the setting specified by [code]name[/code] to "
+"[code]value[/code]. This is used to provide a value for the Revert button in "
+"the Editor Settings. If [code]update_current[/code] is true, the current "
+"value of the setting will be set to [code]value[/code] as well."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets project-specific metadata with the [code]section[/code], [code]key[/"
+"code] and [code]data[/code] specified. This metadata is stored outside the "
+"project folder and therefore won't be checked into version control. See also "
+"[method get_project_metadata]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets the list of recently visited folders in the file dialog for this "
+"project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Sets the [code]value[/code] of the setting specified by [code]name[/code]. "
+"This is equivalent to using [method Object.set] on the EditorSettings "
+"instance."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid "Emitted after any editor setting has changed."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml
+msgid ""
+"Emitted after any editor setting has changed. It's used by various editor "
+"plugins to update their visuals on theme changes or logic on configuration "
+"changes."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid "Custom gizmo for editing Spatial objects."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Custom gizmo that is used for providing custom visualization and editing "
+"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
+"information."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
+"picking. Call this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
+"generated from a regular [Mesh] too. Call this function during [method "
+"redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds a list of handles (points) which can be used to deform the object being "
+"edited.\n"
+"There are virtual functions which will be called upon editing of these "
+"handles. Call this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds lines to the gizmo (as sets of 2 points), with a given material. The "
+"lines are used for visualizing the gizmo. Call this function during [method "
+"redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds a mesh to the gizmo with the specified [code]billboard[/code] state, "
+"[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] "
+"is [code]true[/code], the mesh will rotate to always face the camera. Call "
+"this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Adds an unscaled billboard for visualization. Call this function during "
+"[method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Removes everything in the gizmo including meshes, collisions and handles."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Commit a handle being edited (handles must have been previously added by "
+"[method add_handles]).\n"
+"If the [code]cancel[/code] parameter is [code]true[/code], an option to "
+"restore the edited value to the original is provided."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Gets the name of an edited handle (handles must have been previously added "
+"by [method add_handles]).\n"
+"Handles can be named for reference to the user when editing."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Gets actual value of a handle. This value can be anything and used for "
+"eventually undoing the motion when calling [method commit_handle]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
+"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid "Returns the Spatial node associated with this gizmo."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Returns [code]true[/code] if the handle at index [code]index[/code] is "
+"highlighted by being hovered with the mouse."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"This function is called when the [Spatial] this gizmo refers to changes (the "
+"[method Spatial.update_gizmo] is called)."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"This function is used when the user drags a gizmo handle (previously added "
+"with [method add_handles]) in screen coordinates.\n"
+"The [Camera] is also provided so screen coordinates can be converted to "
+"raycasts."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
+"hidden. If [code]false[/code], it will be shown."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml
+msgid ""
+"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
+"inherit from [Spatial]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid "Used by the editor to define Spatial gizmo types."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There "
+"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the "
+"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the "
+"tutorial in the documentation for more info.\n"
+"To use [EditorSpatialGizmoPlugin], register it using the [method "
+"EditorPlugin.add_spatial_gizmo_plugin] method first."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Adds a new material to the internal material list for the plugin. It can "
+"then be accessed with [method get_material]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to define whether the gizmo can be hidden or not. "
+"Returns [code]true[/code] if not overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to commit gizmo handles. Called for this plugin's "
+"active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to return a custom [EditorSpatialGizmo] for the spatial "
+"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
+"also [method has_gizmo]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Creates a handle material with its variants (selected and/or editable) and "
+"adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo.add_handles]. "
+"Should not be overridden.\n"
+"You can optionally provide a texture to use instead of the default icon."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Creates an icon material with its variants (selected and/or editable) and "
+"adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo."
+"add_unscaled_billboard]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Creates an unshaded material with its variants (selected and/or editable) "
+"and adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
+"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to provide gizmo's handle names. Called for this "
+"plugin's active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Gets actual value of a handle from gizmo. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Gets material from the internal list of materials. If an "
+"[EditorSpatialGizmo] is provided, it will try to get the corresponding "
+"variant (selected and/or editable)."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to provide the name that will appear in the gizmo "
+"visibility menu."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to set the gizmo's priority. Higher values correspond "
+"to higher priority. If a gizmo with higher priority conflicts with another "
+"gizmo, only the gizmo with higher priority will be used.\n"
+"All built-in editor gizmos return a priority of [code]-1[/code]. If not "
+"overridden, this method will return [code]0[/code], which means custom "
+"gizmos will automatically override built-in gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to define which Spatial nodes have a gizmo from this "
+"plugin. Whenever a [Spatial] node is added to a scene this method is called, "
+"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
+"assigned and is added to this plugin's list of active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Gets whether a handle is highlighted or not. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Override this method to define whether a Spatial with this gizmo should be "
+"selectable even when the gizmo is hidden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Callback to redraw the provided gizmo. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml
+msgid ""
+"Update the value of a handle after it has been updated. Called for this "
+"plugin's active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml
+msgid "Godot editor's control for editing numeric values."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml
+msgid ""
+"This [Control] node is used in the editor's Inspector dock to allow editing "
+"of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
+"same behavior."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml
+msgid "If [code]true[/code], the slider is hidden."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Version Control System (VCS) interface, which reads and writes to the local "
+"VCS in use."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Defines the API that the editor uses to extract information from the "
+"underlying VCS. The implementation of this API is included in VCS plugins, "
+"which are scripts that inherit [EditorVCSInterface] and are attached (on "
+"demand) to the singleton instance of [EditorVCSInterface]. Instead of "
+"performing the task themselves, all the virtual functions listed below are "
+"calling the internally overridden functions in the VCS plugins to provide a "
+"plug-n-play experience. A custom VCS plugin is supposed to inherit from "
+"[EditorVCSInterface] and override these virtual functions."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Checks out a [code]branch_name[/code] in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Commits the currently staged changes and applies the commit [code]msg[/code] "
+"to the resulting commit."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Creates a new branch named [code]branch_name[/code] in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Creates a new remote destination with name [code]remote_name[/code] and "
+"points it to [code]remote_url[/code]. This can be both an HTTPS remote or an "
+"SSH remote."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Discards the changes made in file present at [code]file_path[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Fetches new changes from the remote, but doesn't write changes to the "
+"current working directory. Equivalent to [code]git fetch[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Gets an instance of an [Array] of [String]s containing available branch "
+"names in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Gets the current branch name defined in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_diff_file], "
+"[method create_diff_hunk], [method create_diff_line], [method "
+"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), "
+"each containing information about a diff. If [code]identifier[/code] is a "
+"file path, returns a file diff, and if it is a commit identifier, then "
+"returns a commit diff."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
+"each containing a line diff between a file at [code]file_path[/code] and the "
+"[code]text[/code] which is passed in."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
+"each containing the status data of every modified file in the project folder."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
+"containing the data for a past commit."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Returns an [Array] of [String]s, each containing the name of a remote "
+"configured in the VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Returns the name of the underlying VCS provider."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Initializes the VCS plugin when called from the editor. Returns whether or "
+"not the plugin was successfully initialized. A VCS project is initialized at "
+"[code]project_path[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Pulls changes from the remote. This can give rise to merge conflicts."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] "
+"is set to true, a force push will override the change history already "
+"present on the remote."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Remove a branch from the local VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Remove a remote from the local VCS."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Set user credentials in the underlying VCS. [code]username[/code] and "
+"[code]password[/code] are used only during HTTPS authentication unless not "
+"already mentioned in the remote URL. [code]ssh_public_key_path[/code], "
+"[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only "
+"used during SSH authentication."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Shuts down VCS plugin instance. Called when the user either closes the "
+"editor or shuts down the VCS plugin through the editor UI."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Stages the file present at [code]file_path[/code] to the staged area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Unstages the file present at [code]file_path[/code] from the staged area to "
+"the unstaged area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to add an array of [code]diff_hunks[/code] into a "
+"[code]diff_file[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to add an array of [code]line_diffs[/code] into a "
+"[code]diff_hunk[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
+"the commit message of the commit. [code]author[/code] is a single human-"
+"readable string containing all the author's details, e.g. the email and name "
+"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
+"whichever format your VCS may provide an identifier to commits. "
+"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
+"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
+"recorded from the system timezone where the commit was created."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing old and new "
+"diff file paths."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing diff hunk "
+"data. [code]old_start[/code] is the starting line number in old file. "
+"[code]new_start[/code] is the starting line number in new file. "
+"[code]old_lines[/code] is the number of lines in the old file. "
+"[code]new_lines[/code] is the number of lines in the new file."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] for storing a line diff. "
+"[code]new_line_no[/code] is the line number in the new file (can be "
+"[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the "
+"line number in the old file (can be [code]-1[/code] if the line is added). "
+"[code]content[/code] is the diff text. [code]status[/code] is a single "
+"character string which stores the line origin."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid ""
+"Helper function to create a [code]Dictionary[/code] used by editor to read "
+"the status of a file."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "Pops up an error message in the edior."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A new file has been added."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been modified."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been renamed."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been deleted."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "An earlier added file has been typechanged."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is left unmerged."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A commit is encountered from the commit area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is encountered from the staged area."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml
+msgid "A file is encountered from the unstaged area."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml
+msgid "Holds a reference to an [Object]'s instance ID."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml
+msgid ""
+"Utility class which holds a reference to the internal identifier of an "
+"[Object] instance, as given by [method Object.get_instance_id]. This ID can "
+"then be used to retrieve the object instance with [method @GDScript."
+"instance_from_id].\n"
+"This class is used internally by the editor inspector and script debugger, "
+"but can also be used in plugins to pass and display objects as their IDs."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml
+msgid ""
+"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
+"object instance can be retrieved with [method @GDScript.instance_from_id]."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Access to engine properties."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"The [Engine] singleton allows you to query and modify the project's run-time "
+"parameters, such as frames per second, time scale, and others."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns engine author information in a Dictionary.\n"
+"[code]lead_developers[/code] - Array of Strings, lead developer names\n"
+"[code]founders[/code] - Array of Strings, founder names\n"
+"[code]project_managers[/code] - Array of Strings, project manager names\n"
+"[code]developers[/code] - Array of Strings, developer names"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns an Array of copyright information Dictionaries.\n"
+"[code]name[/code] - String, component name\n"
+"[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
+"[code]copyright[/code], [code]license[/code]} describing subsections of the "
+"component"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns a Dictionary of Arrays of donor names.\n"
+"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
+"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
+"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
+"code], [code]bronze_donors[/code]}"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the total number of frames drawn. On headless platforms, or if the "
+"render loop is disabled with [code]--disable-render-loop[/code] via command "
+"line, [method get_frames_drawn] always returns [code]0[/code]. See [method "
+"get_idle_frames]."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Returns the frames per second of the running game."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the total number of frames passed since engine initialization which "
+"is advanced on each [b]idle frame[/b], regardless of whether the render loop "
+"is enabled. See also [method get_frames_drawn] and [method "
+"get_physics_frames].\n"
+"[method get_idle_frames] can be used to run expensive logic less often "
+"without relying on a [Timer]:\n"
+"[codeblock]\n"
+"func _process(_delta):\n"
+" if Engine.get_idle_frames() % 2 == 0:\n"
+" pass # Run expensive logic only once every 2 idle (render) frames "
+"here.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns Dictionary of licenses used by Godot and included third party "
+"components."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Returns Godot license text."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the total number of frames passed since engine initialization which "
+"is advanced on each [b]physics frame[/b]. See also [method "
+"get_idle_frames].\n"
+"[method get_physics_frames] can be used to run expensive logic less often "
+"without relying on a [Timer]:\n"
+"[codeblock]\n"
+"func _physics_process(_delta):\n"
+" if Engine.get_physics_frames() % 2 == 0:\n"
+" pass # Run expensive logic only once every 2 physics frames here.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the fraction through the current physics tick we are at the time of "
+"rendering the frame. This can be used to implement fixed timestep "
+"interpolation."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns a global singleton with given [code]name[/code]. Often used for "
+"plugins, e.g. [code]GodotPayment[/code] on Android."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns the current engine version information in a Dictionary.\n"
+"[code]major[/code] - Holds the major version number as an int\n"
+"[code]minor[/code] - Holds the minor version number as an int\n"
+"[code]patch[/code] - Holds the patch version number as an int\n"
+"[code]hex[/code] - Holds the full version number encoded as a "
+"hexadecimal int with one byte (2 places) per number (see example below)\n"
+"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", "
+"\"rc2\", ... \"stable\") as a String\n"
+"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a "
+"String\n"
+"[code]hash[/code] - Holds the full Git commit hash as a String\n"
+"[code]year[/code] - Holds the year the version was released in as an "
+"int\n"
+"[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
+"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single "
+"String\n"
+"The [code]hex[/code] value is encoded as follows, from left to right: one "
+"byte for the major, one byte for the minor, one byte for the patch version. "
+"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's "
+"still an int internally, and printing it will give you its decimal "
+"representation, which is not particularly meaningful. Use hexadecimal "
+"literals for easy version comparisons from code:\n"
+"[codeblock]\n"
+"if Engine.get_version_info().hex >= 0x030200:\n"
+" # Do things specific to version 3.2 or later\n"
+"else:\n"
+" # Do things specific to versions before 3.2\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
+"in global scope."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Returns [code]true[/code] if the game is inside the fixed process and "
+"physics phase of the game loop."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"If [code]true[/code], the script is currently running inside the editor. "
+"This is useful for [code]tool[/code] scripts to conditionally draw editor "
+"helpers, or prevent accidentally running \"game\" code that would affect the "
+"scene state while in the editor:\n"
+"[codeblock]\n"
+"if Engine.editor_hint:\n"
+" draw_gizmos()\n"
+"else:\n"
+" simulate_physics()\n"
+"[/codeblock]\n"
+"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
+"code in the editor[/url] in the documentation for more information.\n"
+"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
+"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
+"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/"
+"code] will evaluate to [code]true[/code] both when the code is running in "
+"the editor and when running the project from the editor, but it will "
+"evaluate to [code]false[/code] when the code is run from an exported project."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"The number of fixed iterations per second. This controls how often physics "
+"simulation and [method Node._physics_process] methods are run. This value "
+"should generally always be set to [code]60[/code] or above, as Godot doesn't "
+"interpolate the physics step. As a result, values lower than [code]60[/code] "
+"will look stuttery. This value can be increased to make input more reactive "
+"or work around collision tunneling issues, but keep in mind doing so will "
+"increase CPU usage. See also [member target_fps] and [member ProjectSettings."
+"physics/common/physics_fps].\n"
+"[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
+"most. If more than 8 physics ticks have to be simulated per rendered frame "
+"to keep up with rendering, the game will appear to slow down (even if "
+"[code]delta[/code] is used consistently in physics calculations). Therefore, "
+"it is recommended not to increase [member Engine.iterations_per_second] "
+"above 240. Otherwise, the game will slow down when the rendering framerate "
+"goes below 30 FPS."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Controls how much physics ticks are synchronized with real time. For 0 or "
+"less, the ticks are synchronized. Such values are recommended for network "
+"games, where clock synchronization matters. Higher values cause higher "
+"deviation of the in-game clock and real clock but smooth out framerate "
+"jitters. The default value of 0.5 should be fine for most; values above 2 "
+"could cause the game to react to dropped frames with a noticeable delay and "
+"are not recommended.\n"
+"[b]Note:[/b] For best results, when using a custom physics interpolation "
+"solution, the physics jitter fix should be disabled by setting [member "
+"physics_jitter_fix] to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"If [code]false[/code], stops printing error and warning messages to the "
+"console and editor Output log. This can be used to hide error and warning "
+"messages during unit test suite runs. This property is equivalent to the "
+"[member ProjectSettings.application/run/disable_stderr] project setting.\n"
+"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
+"project, important error messages may be hidden even if they are emitted "
+"from other scripts. If this is set to [code]false[/code] in a [code]tool[/"
+"code] script, this will also impact the editor itself. Do [i]not[/i] report "
+"bugs before ensuring error messages are enabled (as they are by default).\n"
+"[b]Note:[/b] This property does not impact the editor's Errors tab when "
+"running a project from the editor."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"The desired frames per second. If the hardware cannot keep up, this setting "
+"may not be respected. A value of 0 means no limit."
+msgstr ""
+
+#: doc/classes/Engine.xml
+msgid ""
+"Controls how fast or slow the in-game clock ticks versus the real life one. "
+"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as "
+"real life, whilst a value of 0.5 means the game moves at half the regular "
+"speed."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Resource for environment nodes (like [WorldEnvironment]) that define "
+"multiple rendering options."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Resource for environment nodes (like [WorldEnvironment]) that define "
+"multiple environment operations (such as background [Sky] or [Color], "
+"ambient light, fog, depth-of-field...). These parameters affect the final "
+"render of the scene. The order of these operations is:\n"
+"- Depth of Field Blur\n"
+"- Glow\n"
+"- Tonemap (Auto Exposure)\n"
+"- Adjustments\n"
+"If the target [Viewport] is set to \"2D Without Sampling\", all post-"
+"processing effects will be unavailable. With \"3D Without Effects\", the "
+"following options will be unavailable:\n"
+"- Ssao\n"
+"- Ss Reflections\n"
+"This can be configured for the root Viewport with [member ProjectSettings."
+"rendering/quality/intended_usage/framebuffer_allocation], or for specific "
+"Viewports via the [member Viewport.usage] property.\n"
+"Note that [member ProjectSettings.rendering/quality/intended_usage/"
+"framebuffer_allocation] has a mobile platform override to use \"3D Without "
+"Effects\" by default. It improves the performance on mobile devices, but at "
+"the same time affects the screen display on mobile devices."
+msgstr ""
+
+#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
+msgid "Environment and post-processing"
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Light transport in game engines"
+msgstr ""
+
+#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml
+#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml
+msgid "3D Material Testers Demo"
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
+"[code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Enables or disables the glow level at index [code]idx[/code]. Each level "
+"relies on the previous level. This means that enabling higher glow levels "
+"will slow down the glow effect rendering, even if previous levels aren't "
+"enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The global brightness value of the rendered scene. Effective only if "
+"[code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Applies the provided [Texture] resource to affect the global color aspect of "
+"the rendered scene. Effective only if [code]adjustment_enabled[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The global contrast value of the rendered scene (default value is 1). "
+"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], enables the [code]adjustment_*[/code] properties "
+"provided by this resource. If [code]false[/code], modifications to the "
+"[code]adjustment_*[/code] properties will have no effect on the rendered "
+"scene."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The global color saturation value of the rendered scene (default value is "
+"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The ambient light's [Color]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The ambient light's energy. The higher the value, the stronger the light."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Defines the amount of light that the sky brings on the scene. A value of "
+"[code]0.0[/code] means that the sky's light emission has no effect on the "
+"scene illumination, thus all ambient illumination is provided by the ambient "
+"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] "
+"the light that affects the scene is provided by the sky, thus the ambient "
+"light parameter has no effect on the scene.\n"
+"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
+"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], enables the tonemapping auto exposure mode of the "
+"scene renderer. If [code]true[/code], the renderer will automatically "
+"determine the exposure setting to adapt to the scene's illumination and the "
+"observed light."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The maximum luminance value for the auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The minimum luminance value for the auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The scale of the auto exposure effect. Affects the intensity of auto "
+"exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The speed of the auto exposure effect. Affects the time needed for the "
+"camera to perform auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The ID of the camera feed to show in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The maximum layer ID to display. Only effective when using the [constant "
+"BG_CANVAS] background mode."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The [Color] displayed for clear areas of the scene. Only effective when "
+"using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The power of the light emitted by the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The background mode. See [enum BGMode] for possible values."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource defined as background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's custom field of view."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's rotation expressed as a [Basis]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's rotation expressed as Euler angles in radians."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The [Sky] resource's rotation expressed as Euler angles in degrees."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The amount of far blur for the depth-of-field effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The distance from the camera where the far blur effect affects the rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], enables the depth-of-field far blur effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The depth-of-field far blur's quality. Higher values can mitigate the "
+"visible banding effect seen at higher strengths, but are much slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The length of the transition between the no-blur area and far blur."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The amount of near blur for the depth-of-field effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Distance from the camera where the near blur effect affects the rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], enables the depth-of-field near blur effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The depth-of-field near blur's quality. Higher values can mitigate the "
+"visible banding effect seen at higher strengths, but are much slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The length of the transition between the near blur and no-blur area."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The fog's [Color]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The fog's depth starting distance from the camera."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fog depth's intensity curve. A number of presets are available in the "
+"[b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the depth fog effect is enabled. When enabled, fog "
+"will appear in the distance (relative to the camera)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fog's depth end distance from the camera. If this value is set to 0, it "
+"will be equal to the current camera's [member Camera.far] value."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], fog effects are enabled. [member fog_height_enabled] "
+"and/or [member fog_depth_enabled] must be set to [code]true[/code] to "
+"actually display fog."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The height fog's intensity. A number of presets are available in the "
+"[b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the height fog effect is enabled. When enabled, fog "
+"will appear in a defined height range, regardless of the distance from the "
+"camera. This can be used to simulate \"deep water\" effects with a lower "
+"performance cost compared to a dedicated shader."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The Y coordinate where the height fog will be the most intense. If this "
+"value is greater than [member fog_height_min], fog will be displayed from "
+"bottom to top. Otherwise, it will be displayed from top to bottom."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The Y coordinate where the height fog will be the least intense. If this "
+"value is greater than [member fog_height_max], fog will be displayed from "
+"top to bottom. Otherwise, it will be displayed from bottom to top."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The intensity of the depth fog color transition when looking towards the "
+"sun. The sun's direction is determined automatically using the "
+"DirectionalLight node in the scene."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The depth fog's [Color] when looking towards the sun."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The intensity of the fog light transmittance effect. Amount of light that "
+"the fog transmits."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Enables fog's light transmission effect. If [code]true[/code], light will be "
+"more visible in the fog to simulate light scattering as in real life."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Smooths out the blockiness created by sampling higher levels, at the cost of "
+"performance.\n"
+"[b]Note:[/b] When using the GLES2 renderer, this is only available if the "
+"GPU supports the [code]GL_EXT_gpu_shader4[/code] extension."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The glow blending mode."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The bloom's intensity. If set to a value higher than [code]0[/code], this "
+"will make glow visible in areas darker than the [member glow_hdr_threshold]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the glow effect is enabled.\n"
+"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
+"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
+"by default, so its [code].mobile[/code] override needs to be changed to "
+"[b]3D[/b].\n"
+"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
+"default for performance reasons. This means glow will only be visible if "
+"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
+"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
+"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
+"behave on mobile like it does on desktop (at a performance cost), enable "
+"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
+"override."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The higher threshold of the HDR glow. Areas brighter than this threshold "
+"will be clamped for the purposes of the glow effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The bleed scale of the HDR glow."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The lower threshold of the HDR glow. When using the GLES2 renderer (which "
+"doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be "
+"visible. A value of [code]0.9[/code] works well in this case."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Takes more samples during downsample pass of glow. This ensures that single "
+"pixels are captured by glow which makes the glow look smoother and more "
+"stable during movement. However, it is very expensive and makes the glow "
+"post process take twice as long."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The glow intensity. When using the GLES2 renderer, this should be increased "
+"to 1.5 to compensate for the lack of HDR rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the 1st level of glow is enabled. This is the most "
+"\"local\" level (least blurry)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 2th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 3th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 4th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 5th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "If [code]true[/code], the 6th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the 7th level of glow is enabled. This is the most "
+"\"global\" level (blurriest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The glow strength. When using the GLES2 renderer, this should be increased "
+"to 1.3 to compensate for the lack of HDR rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The depth tolerance for screen-space reflections."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], screen-space reflections are enabled. Screen-space "
+"reflections are more accurate than reflections from [GIProbe]s or "
+"[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
+"others."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fade-in distance for screen-space reflections. Affects the area from the "
+"reflected material to the screen-space reflection)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The fade-out distance for screen-space reflections. Affects the area from "
+"the screen-space reflection to the \"global\" reflection."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The maximum number of steps for screen-space reflections. Higher values are "
+"slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], screen-space reflections will take the material "
+"roughness into account."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion intensity on materials that have an AO "
+"texture defined. Values higher than [code]0[/code] will make the SSAO effect "
+"visible in areas darkened by AO textures."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion bias. This should be kept high enough to "
+"prevent \"smooth\" curves from being affected by ambient occlusion."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The screen-space ambient occlusion color."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The screen-space ambient occlusion edge sharpness."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"If [code]true[/code], the screen-space ambient occlusion effect is enabled. "
+"This darkens objects' corners and cavities to simulate ambient light not "
+"reaching the entire object as in real life. This works well for small, "
+"dynamic objects, but baked lighting or ambient occlusion textures will do a "
+"better job at displaying ambient occlusion on large static objects. This is "
+"a costly effect and should be disabled first when running into performance "
+"issues."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The primary screen-space ambient occlusion intensity. See also [member "
+"ssao_radius]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The secondary screen-space ambient occlusion intensity. See also [member "
+"ssao_radius2]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion intensity in direct light. In real life, "
+"ambient occlusion only applies to indirect light, which means its effects "
+"can't be seen in direct light. Values higher than [code]0[/code] will make "
+"the SSAO effect visible in direct light."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The screen-space ambient occlusion quality. Higher qualities will make "
+"better use of small objects for ambient occlusion, but are slower."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The primary screen-space ambient occlusion radius."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The secondary screen-space ambient occlusion radius. If set to a value "
+"higher than [code]0[/code], enables the secondary screen-space ambient "
+"occlusion effect which can be used to improve the effect's appearance (at "
+"the cost of performance)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "The default exposure used for tonemapping."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
+"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
+"support rendering on HDR displays yet.)"
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"The white reference value for tonemapping. Only effective if the [member "
+"tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Keeps on screen every pixel drawn in the background. Only select this mode "
+"if you really need to keep the old data. On modern GPUs it will generally "
+"not be faster than clearing the background, and can be significantly slower, "
+"particularly on mobile.\n"
+"It can only be safely used in fully-interior scenes (no visible sky or sky "
+"reflections). If enabled in a scene where the background is visible, \"ghost "
+"trail\" artifacts will be visible when moving the camera."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Clears the background using the clear color defined in [member "
+"ProjectSettings.rendering/environment/default_clear_color]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Clears the background using a custom clear color."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Displays a user-defined sky in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Clears the background using a custom clear color and allows defining a sky "
+"for shading and reflection. This mode is slightly faster than [constant "
+"BG_SKY] and should be preferred in scenes where reflections can be visible, "
+"but the sky itself never is (e.g. top-down camera)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Displays a [CanvasLayer] in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Displays a camera feed in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Represents the size of the [enum BGMode] enum."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
+"flare, bright sources."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Screen glow blending mode. Increases brightness, used frequently with bloom."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Soft light glow blending mode. Modifies contrast, exposes shadows and "
+"highlights (vivid bloom)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Replace glow blending mode. Replaces all pixels' color by the glow value. "
+"This can be used to simulate a full-screen blur effect by tweaking the glow "
+"parameters to match the original image's brightness."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Linear tonemapper operator. Reads the linear data and passes it on "
+"unmodified. This can cause bright lighting to look blown out, with "
+"noticeable clipping in the output colors."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
+"colors by this formula: [code]color = color / (1 + color)[/code]. This "
+"avoids clipping bright highlights, but the resulting image can look a bit "
+"dull."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"TONE_MAPPER_REINHARDT]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
+"does not handle bright lighting in a physically accurate way. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
+"and [constant TONE_MAPPER_FILMIC]."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Low depth-of-field blur quality (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Medium depth-of-field blur quality."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "High depth-of-field blur quality (slowest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "No blur for the screen-space ambient occlusion effect (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "1×1 blur for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "2×2 blur for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "Medium quality for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml
+msgid "High quality for the screen-space ambient occlusion effect (slowest)."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid "A class that stores an expression you can execute."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid ""
+"An expression can be made of any arithmetic operation, built-in math "
+"function call, method call of a passed instance, or built-in type "
+"construction call.\n"
+"An example expression text using the built-in math functions could be "
+"[code]sqrt(pow(3,2) + pow(4,2))[/code].\n"
+"In the following example we use a [LineEdit] node to write our expression "
+"and show the result.\n"
+"[codeblock]\n"
+"onready var expression = Expression.new()\n"
+"\n"
+"func _ready():\n"
+" $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n"
+"\n"
+"func _on_text_entered(command):\n"
+" var error = expression.parse(command, [])\n"
+" if error != OK:\n"
+" print(expression.get_error_text())\n"
+" return\n"
+" var result = expression.execute([], null, true)\n"
+" if not expression.has_execute_failed():\n"
+" $LineEdit.text = str(result)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid ""
+"Executes the expression that was previously parsed by [method parse] and "
+"returns the result. Before you use the returned object, you should check if "
+"the method failed by calling [method has_execute_failed].\n"
+"If you defined input variables in [method parse], you can specify their "
+"values in the inputs array, in the same order."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid "Returns the error text if [method parse] has failed."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid "Returns [code]true[/code] if [method execute] has failed."
+msgstr ""
+
+#: doc/classes/Expression.xml
+msgid ""
+"Parses the expression and returns an [enum Error] code.\n"
+"You can optionally specify names of variables that may appear in the "
+"expression with [code]input_names[/code], so that you can bind them when it "
+"gets executed."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid "Enable OpenGL ES external texture extension."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid ""
+"Enable support for the OpenGL ES external texture extension as defined by "
+"[url=https://www.khronos.org/registry/OpenGL/extensions/OES/"
+"OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n"
+"[b]Note:[/b] This is only supported for Android platforms."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid "Returns the external texture name."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml
+msgid "External texture size."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Type to handle file reading and writing operations."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"File type. This is used to permanently store data into the user device's "
+"file system and to read from it. This can be used to store game save data or "
+"player configuration files, for example.\n"
+"Here's a sample on how to write and read from a file:\n"
+"[codeblock]\n"
+"func save(content):\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.WRITE)\n"
+" file.store_string(content)\n"
+" file.close()\n"
+"\n"
+"func load():\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.READ)\n"
+" var content = file.get_as_text()\n"
+" file.close()\n"
+" return content\n"
+"[/codeblock]\n"
+"In the example above, the file will be saved in the user data folder as "
+"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/"
+"url] documentation.\n"
+"[b]Note:[/b] To access project resources once exported, it is recommended to "
+"use [ResourceLoader] instead of the [File] API, as some files are converted "
+"to engine-specific formats and their original source files might not be "
+"present in the exported PCK package.\n"
+"[b]Note:[/b] Files are automatically closed only if the process exits "
+"\"normally\" (such as by clicking the window manager's close button or "
+"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing "
+"[b]F8[/b] while the project is running, the file won't be closed as the game "
+"process will be killed. You can work around this by calling [method flush] "
+"at regular intervals."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "File system"
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Closes the currently opened file and prevents subsequent read/write "
+"operations. Use [method flush] to persist the data to disk without closing "
+"the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns [code]true[/code] if the file cursor has already read past the end "
+"of the file.\n"
+"[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check "
+"whether there is more data available. To loop while there is more data "
+"available, use:\n"
+"[codeblock]\n"
+"while file.get_position() < file.get_len():\n"
+" # Read data\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns [code]true[/code] if the file exists in the given path.\n"
+"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
+"files), and their source asset will not be included in the exported game, as "
+"only the imported version is used. See [method ResourceLoader.exists] for an "
+"alternative approach that takes resource remapping into account."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Writes the file's buffer to disk. Flushing is automatically performed when "
+"the file is closed. This means you don't need to call [method flush] "
+"manually before closing a file using [method close]. Still, calling [method "
+"flush] can be used to ensure the data is safe even if the project crashes "
+"instead of being closed gracefully.\n"
+"[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, "
+"it will decrease performance due to constant disk writes."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 16 bits from the file as an integer. See [method store_16] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 32 bits from the file as an integer. See [method store_32] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 64 bits from the file as an integer. See [method store_64] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next 8 bits from the file as an integer. See [method store_8] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next value of the file in CSV (Comma-Separated Values) format. "
+"You can pass a different delimiter [code]delim[/code] to use other than the "
+"default [code]\",\"[/code] (comma). This delimiter must be one-character "
+"long, and cannot be a double quotation mark.\n"
+"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in "
+"double quotes if they include the delimiter character. Double quotes within "
+"a text value can be escaped by doubling their occurrence.\n"
+"For example, the following CSV lines are valid and will be properly parsed "
+"as two strings each:\n"
+"[codeblock]\n"
+"Alice,\"Hello, Bob!\"\n"
+"Bob,Alice! What a surprise!\n"
+"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
+"[/codeblock]\n"
+"Note how the second line can omit the enclosing quotes as it does not "
+"include the delimiter. However it [i]could[/i] very well use quotes, it was "
+"only written without for demonstration purposes. The third line must use "
+"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
+"such instead of the end of a text value."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the next 64 bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the last error that happened when trying to perform operations. "
+"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the next 32 bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the size of the file in bytes."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next line of the file as a [String].\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns an MD5 String representing the file at the given path or an empty "
+"[String] on failure."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the last time the [code]file[/code] was modified in unix timestamp "
+"format or returns a [String] \"ERROR IN [code]file[/code]\". This unix "
+"timestamp can be converted to datetime by using [method OS."
+"get_datetime_from_unix_time]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns a [String] saved in Pascal format from the file.\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the path as a [String] for the current open file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the absolute path as a [String] for the current open file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the file cursor's position."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns the next bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns a SHA-256 [String] representing the file at the given path or an "
+"empty [String] on failure."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Returns the next [Variant] value from the file. If [code]allow_objects[/"
+"code] is [code]true[/code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Returns [code]true[/code] if the file is currently opened."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Opens the file for writing or reading, depending on the flags."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens a compressed file for reading or writing.\n"
+"[b]Note:[/b] [method open_compressed] can only read files that were saved by "
+"Godot, not third-party compression formats. See [url=https://github.com/"
+"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens an encrypted file in write or read mode. You need to pass a binary key "
+"to encrypt/decrypt it.\n"
+"[b]Note:[/b] The provided key must be 32 bytes long."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens an encrypted file in write or read mode. You need to pass a password "
+"to encrypt/decrypt it."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Changes the file reading/writing cursor to the specified position (in bytes "
+"from the beginning of the file)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Changes the file reading/writing cursor to the specified position (in bytes "
+"from the end of the file).\n"
+"[b]Note:[/b] This is an offset, so you should use negative numbers or the "
+"cursor will be at the end of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 16 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
+"2^16 - 1][/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64] or store a signed integer "
+"from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for "
+"the signedness) and compute its sign manually when reading. For example:\n"
+"[codeblock]\n"
+"const MAX_15B = 1 << 15\n"
+"const MAX_16B = 1 << 16\n"
+"\n"
+"func unsigned16_to_signed(unsigned):\n"
+" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
+"\n"
+"func _ready():\n"
+" var f = File.new()\n"
+" f.open(\"user://file.dat\", File.WRITE_READ)\n"
+" f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n"
+" f.store_16(121) # In bounds, will store 121.\n"
+" f.seek(0) # Go back to start to read the stored value.\n"
+" var read1 = f.get_16() # 65494\n"
+" var read2 = f.get_16() # 121\n"
+" var converted1 = unsigned16_to_signed(read1) # -42\n"
+" var converted2 = unsigned16_to_signed(read2) # 121\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 32 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
+"2^32 - 1][/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64], or convert it manually "
+"(see [method store_16] for an example)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 64 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, "
+"2^63 - 1][/code] (i.e. be a valid [int] value)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores an integer as 8 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]"
+"[/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64], or convert it manually "
+"(see [method store_16] for an example)."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores the given array of bytes in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Store the given [PoolStringArray] in the file as a line formatted in the CSV "
+"(Comma-Separated Values) format. You can pass a different delimiter "
+"[code]delim[/code] to use other than the default [code]\",\"[/code] (comma). "
+"This delimiter must be one-character long.\n"
+"Text will be encoded as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores a floating-point number as 64 bits in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores a floating-point number as 32 bits in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Appends [code]line[/code] to the file followed by a line return character "
+"([code]\\n[/code]), encoding the text as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores the given [String] as a line in the file in Pascal format (i.e. also "
+"store the length of the string).\n"
+"Text will be encoded as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Stores a floating-point number in the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Appends [code]string[/code] to the file without a line return, encoding the "
+"text as UTF-8.\n"
+"[b]Note:[/b] This method is intended to be used to write text files. The "
+"string is stored as a UTF-8 encoded buffer without string length or "
+"terminating zero, which means that it can't be loaded back easily. If you "
+"want to store a retrievable string in a binary file, consider using [method "
+"store_pascal_string] instead. For retrieving strings from a text file, you "
+"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
+"the length) or [method get_as_text]."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Stores any Variant value in the file. If [code]full_objects[/code] is "
+"[code]true[/code], encoding objects is allowed (and can potentially include "
+"code).\n"
+"[b]Note:[/b] Not all properties are included. Only properties that are "
+"configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be "
+"serialized. You can add a new usage flag to a property by overriding the "
+"[method Object._get_property_list] method in your class. You can also check "
+"how property usage is configured by calling [method Object."
+"_get_property_list]. See [enum PropertyUsageFlags] for the possible usage "
+"flags."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"If [code]true[/code], the file is read with big-endian [url=https://en."
+"wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the "
+"file is read with little-endian endianness. If in doubt, leave this to "
+"[code]false[/code] as most files are written with little-endian endianness.\n"
+"[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU "
+"type. The CPU endianness doesn't affect the default endianness for files "
+"written.\n"
+"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open "
+"the file. Therefore, you must set [member endian_swap] [i]after[/i] opening "
+"the file, not before."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for read operations. The cursor is positioned at the "
+"beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for write operations. The file is created if it does not "
+"exist, and truncated if it does."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for read and write operations. Does not truncate the file. "
+"The cursor is positioned at the beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Opens the file for read and write operations. The file is created if it does "
+"not exist, and truncated if it does. The cursor is positioned at the "
+"beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] "
+"compression method."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid ""
+"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
+"method."
+msgstr ""
+
+#: doc/classes/File.xml
+msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Dialog for selecting files or directories in the filesystem."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"FileDialog is a preset dialog used to choose files and directories in the "
+"filesystem. It supports filter masks. The FileDialog automatically sets its "
+"window title according to the [member mode]. If you want to use a custom "
+"title, disable this by setting [member mode_overrides_title] to [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Adds [code]filter[/code] to the list of filters, which restricts what files "
+"can be picked.\n"
+"A [code]filter[/code] should be of the form [code]\"filename.extension ; "
+"Description\"[/code], where filename and extension can be [code]*[/code] to "
+"match any string. Filters starting with [code].[/code] (i.e. empty "
+"filenames) are not allowed.\n"
+"Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project."
+"godot ; Godot Project\"[/code]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Clear all the added filters in the dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Clear currently selected items in the dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Returns the LineEdit for the selected file.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Returns the vertical box container of the dialog, custom controls can be "
+"added to it.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Invalidate and update the current dialog content list."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The file system access scope. See enum [code]Access[/code] constants.\n"
+"[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or "
+"sandboxed macOS apps, FileDialog cannot access the host file system. See "
+"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
+"proposals#1123[/url]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The current working directory of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The currently selected file of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The currently selected file path of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The available file type filters. For example, this shows only [code].png[/"
+"code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*."
+"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types "
+"can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; "
+"Supported Images\"[/code] will show both PNG and JPEG files when selected."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog's open or save mode, which affects the selection behavior. See "
+"enum [code]Mode[/code] constants."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"If [code]true[/code], changing the [code]Mode[/code] property will set the "
+"window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] "
+"will change the window title to \"Open a File\")."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "If [code]true[/code], the dialog will show hidden files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Emitted when the user selects a directory."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"Emitted when the user selects a file by double-clicking it or pressing the "
+"[b]OK[/b] button."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Emitted when the user selects multiple files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows selecting one, and only one file."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows selecting multiple files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog only allows selecting a directory, disallowing the selection of "
+"any file."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows selecting one file or directory."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog will warn when a file exists."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog only allows accessing files under the [Resource] path "
+"([code]res://[/code])."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The dialog only allows accessing files under user data path ([code]user://[/"
+"code])."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The dialog allows accessing files on the whole file system."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The color modulation applied to the file icon."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid ""
+"The color tint for disabled files (when the [FileDialog] is used in open "
+"folder mode)."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "The color modulation applied to the folder icon."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for folders."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for the parent folder arrow."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for the reload button."
+msgstr ""
+
+#: doc/classes/FileDialog.xml
+msgid "Custom icon for the toggle hidden button."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid "Float built-in type."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"The [float] built-in type is a 64-bit double-precision floating-point "
+"number, equivalent to [code]double[/code] in C++. This type has 14 reliable "
+"decimal digits of precision. The [float] type can be stored in [Variant], "
+"which is the generic type used by the engine. The maximum value of [float] "
+"is approximately [code]1.79769e308[/code], and the minimum is approximately "
+"[code]-1.79769e308[/code].\n"
+"Most methods and properties in the engine use 32-bit single-precision "
+"floating-point numbers instead, equivalent to [code]float[/code] in C++, "
+"which have 6 reliable decimal digits of precision. For data structures such "
+"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n"
+"Math done using the [float] type is not guaranteed to be exact or "
+"deterministic, and will often result in small errors. You should usually use "
+"the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] "
+"methods instead of [code]==[/code] to compare [float] values for equality."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid "Wikipedia: Double-precision floating-point format"
+msgstr ""
+
+#: doc/classes/float.xml
+msgid "Wikipedia: Single-precision floating-point format"
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
+"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
+"equal to 1.0."
+msgstr ""
+
+#: doc/classes/float.xml
+msgid ""
+"Cast a [String] value to a floating-point value. This method accepts float "
+"value strings like [code]\"1.23\"[/code] and exponential notation strings "
+"for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 "
+"and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this "
+"method with an invalid float string will return 0. This method stops parsing "
+"at the first invalid character and will return the parsed result so far, so "
+"calling [code]float(\"1a3\")[/code] will return 1 while calling "
+"[code]float(\"1e3a2\")[/code] will return 1000.0."
+msgstr ""
+
+#: doc/classes/FlowContainer.xml
+msgid "Base class for flow containers."
+msgstr ""
+
+#: doc/classes/FlowContainer.xml
+msgid ""
+"Arranges child [Control] nodes vertically or horizontally in a left-to-right "
+"or top-to-bottom flow.\n"
+"A line is filled with [Control] nodes until no more fit on the same line, "
+"similar to text in an autowrapped label."
+msgstr ""
+
+#: doc/classes/FlowContainer.xml
+msgid "Returns the current line count."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Internationalized font and text drawing support."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Font contains a Unicode-compatible character set, as well as the ability to "
+"draw it with variable width, ascent, descent and kerning. For creating fonts "
+"from TTF files (or other font formats), see the editor support for fonts.\n"
+"[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a "
+"string, the character in question will be replaced with codepoint "
+"[code]0xfffd[/code] if it's available in the [DynamicFont]. If this "
+"replacement character isn't available in the DynamicFont, the character will "
+"be hidden without displaying any replacement character in the string.\n"
+"[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, "
+"the character in question will be hidden without displaying any replacement "
+"character in the string.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Draw [code]string[/code] into a canvas item using the font at a given "
+"position, with [code]modulate[/code] color, and optionally clipping the "
+"width. [code]position[/code] specifies the baseline, not the top. To draw "
+"from the top, [i]ascent[/i] must be added to the Y axis.\n"
+"See also [method CanvasItem.draw_string]."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Draw character [code]char[/code] into a canvas item using the font at a "
+"given position, with [code]modulate[/code] color, and optionally kerning if "
+"[code]next[/code] is passed. clipping the width. [code]position[/code] "
+"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
+"must be added to the Y axis. The width used by the character is returned, "
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns the font ascent (number of pixels above the baseline)."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
+"following contents:\n"
+"[code]points[/code] - [PoolVector3Array], containing outline points. "
+"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
+"the type of the point, using the [enum ContourPointTag] values.\n"
+"[code]contours[/code] - [PoolIntArray], containing indices the end "
+"points of each contour.\n"
+"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
+"code], clockwise contours must be filled."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns the size of a character, optionally taking kerning into account if "
+"the next character is provided. Note that the height returned is the font "
+"height (see [method get_height]) and has no relation to the glyph height."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns resource id of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns char offset from the baseline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns size of the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns rectangle in the cache texture containing the char."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns the font descent (number of pixels below the baseline)."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns the total font height (ascent plus descent) in pixels."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns the size of a string, taking kerning and advance into account. Note "
+"that the height returned is the font height (see [method get_height]) and "
+"has no relation to the string."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Returns the size that the string would have with word wrapping enabled with "
+"a fixed [code]width[/code]."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Returns [code]true[/code] if the font has an outline."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"After editing a font (changing size, ascent, char rects, etc.). Call this "
+"function to propagate changes to controls that might use it."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid "Contour point is on the curve."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+
+#: doc/classes/Font.xml
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid "Reference to a function in an object."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"In GDScript, functions are not [i]first-class objects[/i]. This means it is "
+"impossible to store them directly as variables, return them from another "
+"function, or pass them as arguments.\n"
+"However, by creating a [FuncRef] using the [method @GDScript.funcref] "
+"function, a reference to a function in a given object can be created, passed "
+"around and called."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"Calls the referenced function previously set in [member function] or [method "
+"@GDScript.funcref]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"Calls the referenced function previously set in [member function] or [method "
+"@GDScript.funcref]. Contrarily to [method call_func], this method does not "
+"support a variable number of arguments but expects all parameters to be "
+"passed via a single [Array]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid "Returns whether the object still exists and has the function assigned."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid ""
+"The object containing the referenced function. This object must be of a type "
+"actually inheriting from [Object], not a built-in type such as [int], "
+"[Vector2] or [Dictionary]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml
+msgid "The name of the referenced function."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"An external library containing functions or script classes to use in Godot."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"A GDNative library can implement [NativeScript]s, global functions to call "
+"with the [GDNative] class, or low-level engine extensions through interfaces "
+"such as [ARVRInterfaceGDNative]. The library must be compiled for each "
+"platform and architecture that the project will run on."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"Returns paths to all dependency libraries for the current platform and "
+"architecture."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"Returns the path to the dynamic library file for the current platform and "
+"architecture."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] "
+"files."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"If [code]true[/code], Godot loads only one copy of the library and each "
+"script that references the library will share static data like static or "
+"global variables.\n"
+"If [code]false[/code], Godot loads a separate copy of the library into "
+"memory for each script that references it."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"If [code]true[/code], the editor will temporarily unload the library "
+"whenever the user switches away from the editor window, allowing the user to "
+"recompile the library without restarting Godot.\n"
+"[b]Note:[/b] If the library defines tool scripts that run inside the editor, "
+"[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor "
+"will attempt to unload the tool scripts while they're in use and crash."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"If [code]true[/code], Godot loads the library at startup rather than the "
+"first time a script uses the library, calling [code]{prefix}"
+"gdnative_singleton[/code] after initializing the library (where [code]"
+"{prefix}[/code] is the value of [member symbol_prefix]). The library remains "
+"loaded as long as Godot is running.\n"
+"[b]Note:[/b] A singleton library cannot be [member reloadable]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml
+msgid ""
+"The prefix this library's entry point functions begin with. For example, a "
+"GDNativeLibrary would declare its [code]gdnative_init[/code] function as "
+"[code]godot_gdnative_init[/code] by default.\n"
+"On platforms that require statically linking libraries (currently only iOS), "
+"each library must have a different [code]symbol_prefix[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid "A script implemented in the GDScript programming language."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid ""
+"A script implemented in the GDScript programming language. The script "
+"extends the functionality of all objects that instance it.\n"
+"[method new] creates a new instance of the script. [method Object."
+"set_script] extends an existing object, if that object's class matches one "
+"of the script's base classes."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid "Returns byte code for the script source code."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml
+msgid ""
+"Returns a new instance of the script.\n"
+"For example:\n"
+"[codeblock]\n"
+"var MyClass = load(\"myclass.gd\")\n"
+"var instance = MyClass.new()\n"
+"assert(instance.get_script() == MyClass)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid "State of a function call after yielding."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid ""
+"Calling [method @GDScript.yield] within a function will cause that function "
+"to yield and return its current state as an object of this type. The yielded "
+"function call can then be resumed later by calling [method resume] on this "
+"state object."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid ""
+"Check whether the function call may be resumed. This is not the case if the "
+"function state was already resumed.\n"
+"If [code]extended_check[/code] is enabled, it also checks if the associated "
+"script and object still exist. The extended check is done in debug mode as "
+"part of [method GDScriptFunctionState.resume], but you can use this if you "
+"know you may be trying to resume without knowing for sure the object and/or "
+"script have survived up to that point."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
+msgid ""
+"Resume execution of the yielded function call.\n"
+"If handed an argument, return the argument from the [method @GDScript.yield] "
+"call in the yielded function call. You can pass e.g. an [Array] to hand "
+"multiple arguments.\n"
+"This function returns what the resumed function call returns, possibly "
+"another function state if yielded again."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The generic 6-degrees-of-freedom joint can implement a variety of joint "
+"types by locking certain axes' rotation or translation."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The first 3 DOF axes are linear axes, which represent translation of Bodies, "
+"and the latter 3 DOF axes represent the angular motion. Each axis can be "
+"either locked, or limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational damping across the X axis.\n"
+"The lower, the longer an impulse from one side takes to travel to the other "
+"side."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], rotation across the X axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the X axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational restitution across the X axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational damping across the Y axis. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], rotation across the Y axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the Y axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational restitution across the Y axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational damping across the Z axis. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], rotation across the Z axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the Z axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of rotational restitution across the Z axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Maximum acceleration for the motor at the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Target speed for the motor at the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Maximum acceleration for the motor at the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Target speed for the motor at the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Maximum acceleration for the motor at the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "Target speed for the motor at the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The amount of damping that happens at the X motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], the linear motion across the X axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The minimum difference between the pivot points' X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the X axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the X axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The maximum difference between the pivot points' X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The amount of damping that happens at the Y motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], the linear motion across the Y axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The minimum difference between the pivot points' Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the Y axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the Y axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The maximum difference between the pivot points' Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The amount of damping that happens at the Z motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If [code]true[/code], the linear motion across the Z axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The minimum difference between the pivot points' Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the Z axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the Z axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The maximum difference between the pivot points' Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"If [code]true[/code], then there is a linear motor on the X axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor can apply on the X axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed that the linear motor will attempt to reach on the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"If [code]true[/code], then there is a linear motor on the Y axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor can apply on the Y axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed that the linear motor will attempt to reach on the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"If [code]true[/code], then there is a linear motor on the Z axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor can apply on the Z axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed that the linear motor will attempt to reach on the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "The minimum difference between the pivot points' axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "The maximum difference between the pivot points' axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"A factor applied to the movement across the axes. The lower, the slower the "
+"movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The amount of restitution on the axes' movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of damping that happens at the linear motion across the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The velocity the linear motor will try to reach."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"The maximum force the linear motor will apply while trying to reach the "
+"velocity target."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "The speed of all rotations across the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of rotational damping across the axes. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of rotational restitution across the axes. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The maximum amount of force that can occur, when rotating around the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid ""
+"When rotating across the axes, this error tolerance factor defines how much "
+"the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "Target speed for the motor at the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
+msgid "Maximum acceleration for the motor at the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, linear motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, rotational motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, there is a rotational motor across these axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml
+msgid "If enabled, there is a linear motor across these axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml
+msgid "Represents the size of the [enum Flag] enum."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Helper node to calculate generic geometry operations."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Geometry provides users with a set of helper functions to create geometric "
+"shapes, compute intersections between shapes, and process various other "
+"geometric operations."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns an array with 6 [Plane]s that describe the sides of a box centered "
+"at the origin. The box size is defined by [code]extents[/code], which "
+"represents one (positive) corner of the box (i.e. half its actual size)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns an array of [Plane]s closely bounding a faceted capsule centered at "
+"the origin with radius [code]radius[/code] and height [code]height[/code]. "
+"The parameter [code]sides[/code] defines how many planes will be generated "
+"for the side part of the capsule, whereas [code]lats[/code] gives the number "
+"of latitudinal steps at the bottom and top of the capsule. The parameter "
+"[code]axis[/code] describes the axis along which the capsule is oriented (0 "
+"for X, 1 for Y, 2 for Z)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns an array of [Plane]s closely bounding a faceted cylinder centered at "
+"the origin with radius [code]radius[/code] and height [code]height[/code]. "
+"The parameter [code]sides[/code] defines how many planes will be generated "
+"for the round part of the cylinder. The parameter [code]axis[/code] "
+"describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 "
+"for Z)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Clips the polygon defined by the points in [code]points[/code] against the "
+"[code]plane[/code] and returns the points of the clipped polygon."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an "
+"array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] "
+"between polygons. Returns an empty array if [code]polygon_b[/code] "
+"completely overlaps [code]polygon_a[/code].\n"
+"If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an "
+"outer polygon (boundary) and inner polygon (hole) which could be "
+"distinguished by calling [method is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Clips [code]polyline[/code] against [code]polygon[/code] and returns an "
+"array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] "
+"between the polyline and the polygon. This operation can be thought of as "
+"cutting a line with a closed shape."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given an array of [Vector2]s, returns the convex hull as a list of points in "
+"counterclockwise order. The last point is the same as the first one."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Mutually excludes common area defined by intersection of [code]polygon_a[/"
+"code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and "
+"returns an array of excluded polygons. This performs [constant "
+"OPERATION_XOR] between polygons. In other words, returns all but common area "
+"between polygons.\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) "
+"that is closest to [code]point[/code]. The returned point will always be "
+"inside the specified segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) "
+"that is closest to [code]point[/code]. The returned point will always be "
+"inside the specified segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/"
+"code]) that is closest to [code]point[/code]. The returned point can be "
+"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
+"somewhere on the line extending from the segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/"
+"code]) that is closest to [code]point[/code]. The returned point can be "
+"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
+"somewhere on the line extending from the segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/"
+"code], [code]q2[/code]), finds those two points on the two segments that are "
+"closest to each other. Returns a [PoolVector3Array] that contains this point "
+"on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on "
+"([code]q1[/code], [code]q2[/code])."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/"
+"code], [code]q2[/code]), finds those two points on the two segments that are "
+"closest to each other. Returns a [PoolVector2Array] that contains this point "
+"on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on "
+"([code]p2[/code], [code]q2[/code])."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Used internally by the engine."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an "
+"array of intersected polygons. This performs [constant "
+"OPERATION_INTERSECTION] between polygons. In other words, returns common "
+"area shared by polygons. Returns an empty array if no intersection occurs.\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Intersects [code]polyline[/code] with [code]polygon[/code] and returns an "
+"array of intersected polylines. This performs [constant "
+"OPERATION_INTERSECTION] between the polyline and the polygon. This operation "
+"can be thought of as chopping a line with a closed shape."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside the circle or if "
+"it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/"
+"code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
+"returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in "
+"clockwise order, otherwise returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
+"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
+"point of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code].\n"
+"[b]Note:[/b] The lines are specified using direction vectors, not end points."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given an array of [Vector2]s representing tiles, builds an atlas. The "
+"returned dictionary has two keys: [code]points[/code] is an array of "
+"[Vector2] that specifies the positions of each tile, [code]size[/code] "
+"contains the overall size of the whole atlas as [Vector2]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and "
+"returns an array of merged polygons. This performs [constant "
+"OPERATION_UNION] between polygons.\n"
+"The operation may result in an outer polygon (boundary) and multiple inner "
+"polygons (holes) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Inflates or deflates [code]polygon[/code] by [code]delta[/code] units "
+"(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. "
+"If [code]delta[/code] is negative, shrinks the polygon inward. Returns an "
+"array of polygons because inflating/deflating may result in multiple "
+"discrete polygons. Returns an empty array if [code]delta[/code] is negative "
+"and the absolute value of it approximately exceeds the minimum bounding "
+"rectangle dimensions of the polygon.\n"
+"Each polygon's vertices will be rounded as determined by [code]join_type[/"
+"code], see [enum PolyJoinType].\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise].\n"
+"[b]Note:[/b] To translate the polygon's vertices specifically, use the "
+"[method Transform2D.xform] method:\n"
+"[codeblock]\n"
+"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
+"100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset).xform(polygon)\n"
+"print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
+"150), Vector2(50, 150)]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Inflates or deflates [code]polyline[/code] by [code]delta[/code] units "
+"(pixels), producing polygons. If [code]delta[/code] is positive, makes the "
+"polyline grow outward. Returns an array of polygons because inflating/"
+"deflating may result in multiple discrete polygons. If [code]delta[/code] is "
+"negative, returns an empty array.\n"
+"Each polygon's vertices will be rounded as determined by [code]join_type[/"
+"code], see [enum PolyJoinType].\n"
+"Each polygon's endpoints will be rounded as determined by [code]end_type[/"
+"code], see [enum PolyEndType].\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Returns if [code]point[/code] is inside the triangle specified by [code]a[/"
+"code], [code]b[/code] and [code]c[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Tests if the 3D ray starting at [code]from[/code] with the direction of "
+"[code]dir[/code] intersects the triangle specified by [code]a[/code], "
+"[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection "
+"as [Vector3]. If no intersection takes place, an empty [Variant] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), "
+"returns the position on the segment (as a number between 0 and 1) at which "
+"the segment hits the circle that is located at position "
+"[code]circle_position[/code] and has radius [code]circle_radius[/code]. If "
+"the segment does not intersect the circle, -1 is returned (this is also the "
+"case if the line extending the segment would intersect the circle, but the "
+"segment does not)."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Given a convex hull defined though the [Plane]s in the array [code]planes[/"
+"code], tests if the segment ([code]from[/code], [code]to[/code]) intersects "
+"with that hull. If an intersection is found, returns a [PoolVector3Array] "
+"containing the point the intersection and the hull's normal. If no "
+"intersecion is found, an the returned array is empty."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"cylinder with height [code]height[/code] that is centered at the origin and "
+"has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. "
+"If an intersection takes place, the returned array contains the point of "
+"intersection and the cylinder's normal at the point of intersection."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
+"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
+"of intersection as [Vector2]. If no intersection takes place, returns "
+"[code]null[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"sphere that is located at [code]sphere_position[/code] and has radius "
+"[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If "
+"yes, returns a [PoolVector3Array] containing the point of intersection and "
+"the sphere's normal at the point of intersection."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Tests if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the "
+"point of intersection as [Vector3]. If no intersection takes place, an empty "
+"[Variant] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Triangulates the area specified by discrete set of [code]points[/code] such "
+"that no point is inside the circumcircle of any resulting triangle. Returns "
+"a [PoolIntArray] where each triangle consists of three consecutive point "
+"indices into [code]points[/code] (i.e. the returned array will have [code]n "
+"* 3[/code] elements, with [code]n[/code] being the number of found "
+"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Triangulates the polygon specified by the points in [code]polygon[/code]. "
+"Returns a [PoolIntArray] where each triangle consists of three consecutive "
+"point indices into [code]polygon[/code] (i.e. the returned array will have "
+"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
+"triangles). Output triangles will always be counter clockwise, and the "
+"contour will be flipped if it's clockwise. If the triangulation did not "
+"succeed, an empty [PoolIntArray] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Create regions where either subject or clip polygons (or both) are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Create regions where subject polygons are filled except where clip polygons "
+"are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Create regions where both subject and clip polygons are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Create regions where either subject or clip polygons are filled but not "
+"where both are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"While flattened paths can never perfectly trace an arc, they are "
+"approximated by a series of arc chords."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"There's a necessary limit to mitered joins since offsetting edges that join "
+"at very acute angles will produce excessively long and narrow \"spikes\". "
+"For any given edge join, when miter offsetting would exceed that maximum "
+"distance, \"square\" joining is applied."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
+"as a polygon."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid ""
+"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
+"as a polyline."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Endpoints are squared off with no extension."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Endpoints are squared off and extended by [code]delta[/code] units."
+msgstr ""
+
+#: doc/classes/Geometry.xml
+msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "Base node for geometry-based visual instances."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Base node for geometry-based visual instances. Shares some common "
+"functionality like visibility and custom materials."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Returns the [enum GeometryInstance.Flags] that have been set for this object."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Overrides the bounding box of this node with a custom one. To remove it, set "
+"an [AABB] with all fields set to zero."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance."
+"Flags] for options."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The extra distance added to the GeometryInstance's bounding box ([AABB]) to "
+"increase its cull box."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"When disabled, the mesh will be taken into account when computing indirect "
+"lighting, but the resulting lightmap will not be saved. Useful for emissive "
+"only materials or shadow casters."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Scale factor for the generated baked lightmap. Useful for adding detail to "
+"certain mesh instances."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's max LOD distance.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's max LOD margin.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's min LOD distance.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The GeometryInstance's min LOD margin.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The material overlay for the whole geometry.\n"
+"If a material is assigned to this property, it will be rendered on top of "
+"any other active material for all the surfaces."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"The material override for the whole geometry.\n"
+"If a material is assigned to this property, it will be used instead of any "
+"material set in any material slot of the mesh."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"If [code]true[/code], this GeometryInstance will be used when baking lights "
+"using a [GIProbe] or [BakedLightmap]."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will have the original size."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will be twice as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will be 4 times as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "The generated lightmap texture will be 8 times as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid "Will not cast any shadows."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will cast shadows from all visible faces in the GeometryInstance.\n"
+"Will take culling into account, so faces not being rendered will not be "
+"taken into account when shadow casting."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will cast shadows from all visible faces in the GeometryInstance.\n"
+"Will not take culling into account, so all faces will be taken into account "
+"when shadow casting."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will only show the shadows casted from this object.\n"
+"In other words, the actual mesh will not be visible, only the shadows casted "
+"from the mesh will be."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Will allow the GeometryInstance to be used when baking lights using a "
+"[GIProbe] or [BakedLightmap]."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml
+msgid ""
+"Unused in this class, exposed for consistency with [enum VisualServer."
+"InstanceFlags]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Real-time global illumination (GI) probe."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"[GIProbe]s are used to provide high-quality real-time indirect light to "
+"scenes. They precompute the effect of objects that emit light and the effect "
+"of static geometry to simulate the behavior of complex light in real-time. "
+"[GIProbe]s need to be baked before using, however, once baked, dynamic "
+"objects will receive light from them. Further, lights can be fully dynamic "
+"or baked.\n"
+"Having [GIProbe]s in a scene can be expensive, the quality of the probe can "
+"be turned down in exchange for better performance in the [ProjectSettings] "
+"using [member ProjectSettings.rendering/quality/voxel_cone_tracing/"
+"high_quality].\n"
+"[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, "
+"which makes it suitable for procedurally generated or user-built levels as "
+"long as all the geometry is generated in advance.\n"
+"[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not "
+"suited to low-end hardware such as integrated graphics (consider "
+"[BakedLightmap] instead). To provide a fallback for low-end hardware, "
+"consider adding an option to disable [GIProbe] in your project's options "
+"menus. A [GIProbe] node can be disabled by hiding it.\n"
+"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light "
+"leaks (avoid one-sided walls). For interior levels, enclose your level "
+"geometry in a sufficiently large box and bridge the loops to close the mesh. "
+"To further prevent light leaks, you can also strategically place temporary "
+"[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] "
+"enabled. These temporary nodes can then be hidden after baking the [GIProbe] "
+"node.\n"
+"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
+"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
+"emit light in a [GIProbe]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "GI probes"
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Bakes the effect from all [GeometryInstance]s marked with [member "
+"GeometryInstance.use_in_baked_light] and [Light]s marked with either "
+"[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If "
+"[code]create_visual_debug[/code] is [code]true[/code], after baking the "
+"light, this will generate a [MultiMesh] that has a cube representing each "
+"solid cell with each cube colored to the cell's albedo color. This can be "
+"used to visualize the [GIProbe]'s data and debug any issues that may be "
+"occurring.\n"
+"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
+"This makes it suitable for procedurally generated or user-built levels. "
+"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
+"Reducing [member subdiv] can speed up baking.\n"
+"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
+"[method bake] is called. If you are procedurally creating those and some "
+"meshes or lights are missing from your baked [GIProbe], use "
+"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
+"directly."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Offsets the lookup of the light contribution from the [GIProbe]. This can be "
+"used to avoid self-shadowing, but may introduce light leaking at higher "
+"values. This and [member normal_bias] should be played around with to "
+"minimize self-shadowing and light leaking.\n"
+"[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the "
+"size of the voxels."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"[i]Deprecated.[/i] This property has been deprecated due to known bugs and "
+"no longer has any effect when enabled."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "The [GIProbeData] resource that holds the data for this [GIProbe]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"The maximum brightness that the [GIProbe] will recognize. Brightness will be "
+"scaled within this range."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Energy multiplier. Makes the lighting contribution from the [GIProbe] "
+"brighter."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"The size of the area covered by the [GIProbe]. If you make the extents "
+"larger without increasing the subdivisions with [member subdiv], the size of "
+"each cell will increase and result in lower detailed lighting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"If [code]true[/code], ignores the sky contribution when calculating lighting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Offsets the lookup into the [GIProbe] based on the object's normal "
+"direction. Can be used to reduce some self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"How much light propagates through the probe internally. A higher value "
+"allows light to spread further."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Number of times to subdivide the grid that the [GIProbe] operates on. A "
+"higher number results in finer detail and thus higher visual quality, while "
+"lower numbers result in better performance."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Use 64 subdivisions. This is the lowest quality setting, but the fastest. "
+"Use it if you can, but especially use it on lower-end hardware."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Use 128 subdivisions. This is the default quality setting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Use 256 subdivisions."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid ""
+"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
+"On lower-end hardware, this could cause the GPU to stall."
+msgstr ""
+
+#: doc/classes/GIProbe.xml
+msgid "Represents the size of the [enum Subdiv] enum."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The [Color] of the light. Defaults to white. A black color causes the light "
+"to have no effect."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The inner angle of the cone in a spotlight. Must be less than or equal to "
+"the outer cone angle.\n"
+"Within this angle, the light is at full brightness. Between the inner and "
+"outer cone angles, there is a transition from full brightness to zero "
+"brightness. When creating a Godot [SpotLight], the ratio between the inner "
+"and outer cone angles is used to calculate the attenuation of the light."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The intensity of the light. This is expressed in candelas (lumens per "
+"steradian) for point and spot lights, and lux (lumens per m²) for "
+"directional lights. When creating a Godot light, this value is converted to "
+"a unitless multiplier."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The outer angle of the cone in a spotlight. Must be greater than or equal to "
+"the inner angle.\n"
+"At this angle, the light drops off to zero brightness. Between the inner and "
+"outer cone angles, there is a transition from full brightness to zero "
+"brightness. If this angle is a half turn, then the spotlight emits in all "
+"directions. When creating a Godot [SpotLight], the outer cone angle is used "
+"as the angle of the spotlight."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The range of the light, beyond which the light has no effect. GLTF lights "
+"with no range defined behave like physical lights (which have infinite "
+"range). When creating a Godot light, the range is clamped to 4096."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"The type of the light. The values accepted by Godot are \"point\", \"spot\", "
+"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], "
+"and [DirectionalLight] respectively."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"This class is a bridge between Godot and the Mono runtime. It exposes "
+"several low-level operations and is only available in Mono-enabled Godot "
+"builds.\n"
+"See also [CSharpScript]."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid "Attaches the current thread to the Mono runtime."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid "Detaches the current thread from the Mono runtime."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns the current MonoDomain ID.\n"
+"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
+"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
+"initialized at the time this method is called, the engine will crash."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as "
+"[method get_domain_id], unless the scripts domain isn't loaded.\n"
+"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
+"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
+"initialized at the time this method is called, the engine will crash."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the domain is being finalized, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml
+msgid ""
+"Returns [code]true[/code] if the scripts domain is loaded, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"A color interpolator resource which can be used to generate colors between "
+"user-defined color points."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Given a set of colors, this resource will interpolate them in order. This "
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Adds the specified color to the end of the ramp, with the specified offset."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the color of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the offset of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the number of colors in the ramp."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Returns the interpolated color specified by [code]offset[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Removes the color at the index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Sets the color of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Sets the offset for the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Gradient's colors returned as a [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Defines how the colors between points of the gradient are interpolated. See "
+"[enum InterpolationMode] for available modes."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid "Gradient's offsets returned as a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Gradient.xml
+msgid ""
+"Constant interpolation, color changes abruptly at each point and stays "
+"uniform between. This might cause visible aliasing when used for a gradient "
+"texture in some cases."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid "Gradient-filled texture."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid ""
+"GradientTexture uses a [Gradient] to fill the texture data. The gradient "
+"will be filled from left to right using colors obtained from the gradient. "
+"This means the texture does not necessarily represent an exact copy of the "
+"gradient, but instead an interpolation of samples obtained from the gradient "
+"at fixed steps (see [member width]). See also [GradientTexture2D] and "
+"[CurveTexture]."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid "The [Gradient] that will be used to fill the texture."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml
+msgid "The number of color samples that will be obtained from the [Gradient]."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "Gradient-filled 2D texture."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture uses a [Gradient] to fill the texture data in 2D space. The "
+"gradient is filled according to the specified [member fill] and [member "
+"repeat] types using colors obtained from the gradient. The texture does not "
+"necessarily represent an exact copy of the gradient, but instead an "
+"interpolation of samples obtained from the gradient at fixed steps (see "
+"[member width] and [member height]). See also [GradientTexture] and "
+"[CurveTexture]."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient fill type, one of the [enum Fill] values. The texture is filled "
+"by interpolating colors starting from [member fill_from] to [member fill_to] "
+"offsets."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The initial offset used to fill the texture specified in UV coordinates."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The final offset used to fill the texture specified in UV coordinates."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The [Gradient] used to fill the texture."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The number of vertical color samples that will be obtained from the "
+"[Gradient], which also represents the texture's height."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient repeat type, one of the [enum Repeat] values. The texture is "
+"filled starting from [member fill_from] to [member fill_to] offsets by "
+"default, but the gradient fill can be repeated to cover the entire texture."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"If [code]true[/code], the generated texture will support high dynamic range "
+"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
+"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
+"code], the generated texture will use low dynamic range; overbright colors "
+"will be clamped ([constant Image.FORMAT_RGBA8] format)."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The number of horizontal color samples that will be obtained from the "
+"[Gradient], which also represents the texture's width."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The colors are linearly interpolated in a straight line."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid "The colors are linearly interpolated in a circular pattern."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The gradient fill is restricted to the range defined by [member fill_from] "
+"to [member fill_to] offsets."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture is filled starting from [member fill_from] to [member fill_to] "
+"offsets, repeating the same pattern in both directions."
+msgstr ""
+
+#: doc/classes/GradientTexture2D.xml
+msgid ""
+"The texture is filled starting from [member fill_from] to [member fill_to] "
+"offsets, mirroring the pattern in both directions."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"GraphEdit is an area capable of showing various GraphNodes. It manages "
+"connection events between them."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"GraphEdit manages the showing of GraphNodes it contains, as well as "
+"connections and disconnections between them. Signals are sent for each of "
+"these two events. Disconnection between GraphNode slots is disabled by "
+"default.\n"
+"It is greatly advised to enable low-processor usage mode (see [member OS."
+"low_processor_usage_mode]) when using GraphEdits."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes possible the connection between two different slot types. The type is "
+"defined with the [method GraphNode.set_slot] method."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes possible to disconnect nodes when dragging from the slot at the left "
+"if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes possible to disconnect nodes when dragging from the slot at the right "
+"if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Removes all connections between nodes."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Create a connection between the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
+"[code]to[/code] GraphNode. If the connection already exists, no connection "
+"is created."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Removes the connection between the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
+"[code]to[/code] GraphNode. If the connection does not exist, no connection "
+"is removed."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Returns an Array containing the list of connections. A connection consists "
+"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
+"to_port: 1, to: \"GraphNode name 1\" }[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
+"the top left of the graph. You can use this method to reposition the toolbar "
+"or to add your own custom controls to it.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Returns [code]true[/code] if the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of "
+"the [code]to[/code] GraphNode."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Returns whether it's possible to connect slots of the specified types."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Makes it not possible to connect between two different slot types. The type "
+"is defined with the [method GraphNode.set_slot] method."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Removes the possibility to disconnect nodes when dragging from the slot at "
+"the left if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Removes the possibility to disconnect nodes when dragging from the slot at "
+"the right if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Sets the coloration of the connection between [code]from[/code]'s "
+"[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the "
+"color provided in the [code]activity[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Sets the specified [code]node[/code] as the one selected."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "If [code]true[/code], the minimap is visible."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The opacity of the minimap rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"The size of the minimap rectangle. The map itself is based on the size of "
+"the grid area and is scaled to fit this rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"If [code]true[/code], enables disconnection of existing connections in the "
+"GraphEdit by dragging the right end."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The scroll offset."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"If [code]true[/code], makes a label with the current zoom level visible. The "
+"zoom value is displayed in percents."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The snapping distance in pixels."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "If [code]true[/code], enables snapping."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The current zoom value."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The upper zoom limit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The lower zoom limit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The step of each zoom level."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted at the beginning of a GraphNode movement."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted at the end of a GraphNode movement."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when user dragging connection from input port into empty space of "
+"the graph."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted to the GraphEdit when the connection between the [code]from_slot[/"
+"code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
+"slot of the [code]to[/code] GraphNode is attempted to be created."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when user dragging connection from output port into empty space of "
+"the graph."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted when the user presses [code]Ctrl + C[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
+"Provides a list of node names to be removed (all selected nodes, excluding "
+"nodes without closing button)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted to the GraphEdit when the connection between [code]from_slot[/code] "
+"slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
+"[code]to[/code] GraphNode is attempted to be removed."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted when a GraphNode is selected."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Emitted when the user presses [code]Ctrl + V[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when a popup is requested. Happens on right-clicking in the "
+"GraphEdit. [code]position[/code] is the position of the mouse pointer when "
+"the signal is sent."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"Emitted when the scroll offset is changed by the user. It will not be "
+"emitted when changed in code."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Color of major grid lines."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "Color of minor grid lines."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The fill color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The outline color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid ""
+"The horizontal range within which a port can be grabbed (on both sides)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The vertical range within which a port can be grabbed (on both sides)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the zoom out button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the zoom in button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the zoom reset button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The icon for the snap toggle button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml
+msgid "The background drawn under the grid."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"A GraphNode is a container with potentially several input and output slots "
+"allowing connections between GraphNodes. Slots can have different, "
+"incompatible types."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"A GraphNode is a container. Each GraphNode can have several input and output "
+"slots, sometimes referred to as ports, allowing connections between "
+"GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node "
+"to it.\n"
+"After adding at least one child to GraphNode new sections will be "
+"automatically created in the Inspector called 'Slot'. When 'Slot' is "
+"expanded you will see list with index number for each slot. You can click on "
+"each of them to expand further.\n"
+"In the Inspector you can enable (show) or disable (hide) slots. By default, "
+"all slots are disabled so you may not see any slots on your GraphNode "
+"initially. You can assign a type to each slot. Only slots of the same type "
+"will be able to connect to each other. You can also assign colors to slots. "
+"A tuple of input and output slots is defined for each GUI element included "
+"in the GraphNode. Input connections are on the left and output connections "
+"are on the right side of GraphNode. Only enabled slots are counted as "
+"connections."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Disables all input and output slots of the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Disables input and output slot whose index is [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the [Color] of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns the number of enabled input slots (connections) to the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the position of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the type of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the [Color] of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns the number of enabled output slots (connections) of the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the position of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the type of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the left (input) type of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Returns the right (output) type of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
+"is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
+"code] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets properties of the slot with ID [code]idx[/code].\n"
+"If [code]enable_left[/code]/[code]right[/code], a port will appear and the "
+"slot will be able to be connected from this side.\n"
+"[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. "
+"Only ports with the same type values can be connected.\n"
+"[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on "
+"this side.\n"
+"[code]custom_left[/code]/[code]right[/code] is a custom texture for this "
+"side's port.\n"
+"[b]Note:[/b] This method only sets properties of the slot. To create the "
+"slot, add a [Control]-derived child to the GraphNode.\n"
+"Individual properties can be set using one of the [code]set_slot_*[/code] "
+"methods. You must enable at least one side of the slot to do so."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the [Color] of the left (input) side of the slot [code]idx[/code] to "
+"[code]color_left[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
+"[code]color_right[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Toggles the left (input) side of the slot [code]idx[/code]. If "
+"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
+"left side and the slot will be able to be connected from this side."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Toggles the right (output) side of the slot [code]idx[/code]. If "
+"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
+"right side and the slot will be able to be connected from this side."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
+"code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Sets the right (output) type of the slot [code]idx[/code] to "
+"[code]type_right[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "If [code]true[/code], the GraphNode is a comment node."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The offset of the GraphNode, relative to the scroll offset of the "
+"[GraphEdit].\n"
+"[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a "
+"[Container]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"If [code]true[/code], the user can resize the GraphNode.\n"
+"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
+"signal, the GraphNode needs to be resized manually."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "If [code]true[/code], the GraphNode is selected."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"If [code]true[/code], the close button will be visible.\n"
+"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
+"the GraphNode needs to be removed manually."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The text displayed in the GraphNode's title bar."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Emitted when the GraphNode is requested to be closed. Happens on clicking "
+"the close button (see [member show_close])."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Emitted when the GraphNode is dragged."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Emitted when the GraphNode is moved."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Emitted when the GraphNode is requested to be displayed over other ones. "
+"Happens on focusing (clicking into) the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"Emitted when the GraphNode is requested to be resized. Happens on dragging "
+"the resizer handle (see [member resizable])."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Emitted when any GraphNode's slot is updated."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "No overlay is shown."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Show overlay set in the [code]breakpoint[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Show overlay set in the [code]position[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The color modulation applied to the close button icon."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The color modulation applied to the resizer icon."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Color of the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml
+msgid "The vertical offset of the close button."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Horizontal offset for the ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The vertical distance between ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Vertical offset of the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "Font used for the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The icon for the close button, visible when [member show_close] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The icon used for representing ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The icon used for resizer, visible when [member resizable] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The background used when [member overlay] is set to [constant "
+"OVERLAY_BREAKPOINT]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The [StyleBox] used when [member comment] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
+"focused."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The default background for [GraphNode]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid ""
+"The background used when [member overlay] is set to [constant "
+"OVERLAY_POSITION]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml
+msgid "The background used when the [GraphNode] is selected."
+msgstr ""
+
+#: doc/classes/GridContainer.xml
+msgid ""
+"Grid container used to arrange Control-derived children in a grid like "
+"layout."
+msgstr ""
+
+#: doc/classes/GridContainer.xml
+msgid ""
+"GridContainer will arrange its Control-derived children in a grid like "
+"structure, the grid columns are specified using the [member columns] "
+"property and the number of rows will be equal to the number of children in "
+"the container divided by the number of columns. For example, if the "
+"container has 5 children, and 2 columns, there will be 3 rows in the "
+"container.\n"
+"Notice that grid layout will preserve the columns and rows for every size of "
+"the container, and that empty columns will be expanded automatically.\n"
+"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
+"Control. It won't rearrange child nodes inheriting from Node2D."
+msgstr ""
+
+#: doc/classes/GridContainer.xml
+msgid ""
+"The number of columns in the [GridContainer]. If modified, [GridContainer] "
+"reorders its Control-derived children to accommodate the new layout."
+msgstr ""
+
+#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
+#: doc/classes/VFlowContainer.xml
+msgid "The horizontal separation of children nodes."
+msgstr ""
+
+#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
+#: doc/classes/VFlowContainer.xml
+msgid "The vertical separation of children nodes."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Node for 3D tile-based maps."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"GridMap lets you place meshes on a grid interactively. It works both from "
+"the editor and from scripts, which can help you create in-game level "
+"editors.\n"
+"GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
+"mesh with materials plus optional collision and navigation shapes.\n"
+"A GridMap contains a collection of cells. Each grid cell refers to a tile in "
+"the [MeshLibrary]. All cells in the map have the same dimensions.\n"
+"Internally, a GridMap is split into a sparse collection of octants for "
+"efficient rendering and physics processing. Every octant has the same "
+"dimensions and can contain several cells.\n"
+"[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be "
+"hidden or cull masked based on [member VisualInstance.layers]. If you make a "
+"light not affect the first layer, the whole GridMap won't be lit by the "
+"light in question."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Using gridmaps"
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Clear all cells."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of [ArrayMesh]es and [Transform] references of all bake "
+"meshes that exist within the current GridMap."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The [MeshLibrary] item index located at the grid-based X, Y and Z "
+"coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be "
+"returned."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is "
+"returned if the cell is empty."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Returns an individual bit on the [member collision_layer]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Returns an individual bit on the [member collision_mask]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of [Transform] and [Mesh] references corresponding to the "
+"non-empty cells in the grid. The transforms are specified in world space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of [Vector3] with the non-empty cell coordinates in the "
+"grid map."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns an array of all cells with the given item index specified in "
+"[code]item[/code]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns the position of a grid cell in the GridMap's local coordinate space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Sets the mesh index for the cell referenced by its grid-based X, Y and Z "
+"coordinates.\n"
+"A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
+"cell.\n"
+"Optionally, the item's orientation can be passed. For valid orientation "
+"values, see [method Basis.get_orthogonal_index]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Sets an individual bit on the [member collision_layer]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Sets an individual bit on the [member collision_mask]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Returns the coordinates of the grid cell containing the given point.\n"
+"[code]pos[/code] should be in the GridMap's local coordinate space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"If [code]true[/code], this GridMap uses cell navmesh resources to create "
+"navigation regions."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "If [code]true[/code], grid items are centered on the X axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "If [code]true[/code], grid items are centered on the Y axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "If [code]true[/code], grid items are centered on the Z axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The size of each octant measured in number of cells. This applies to all "
+"three axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The scale of the cell items.\n"
+"This does not affect the size of the grid cells themselves, only the items "
+"in them. This can be used to make cell items overlap their neighbors."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The dimensions of the grid's cells.\n"
+"This does not affect the size of the meshes. See [member cell_scale]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The physics layers this GridMap is in.\n"
+"GridMaps act as static bodies, meaning they aren't affected by gravity or "
+"other forces. They only affect other physics bodies that collide with them."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The assigned [MeshLibrary]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "The navigation layers the GridMap generates its navigation regions in."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Overrides the default friction and bounce physics properties for the whole "
+"[GridMap]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Controls whether this GridMap will be baked in a [BakedLightmap] or not."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid "Emitted when [member cell_size] changes."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml
+msgid ""
+"Invalid cell item that can be used in [method set_cell_item] to clear cells "
+"(or represent an empty cell in [method get_cell_item])."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid "Groove constraint for 2D physics."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid ""
+"Groove constraint for 2D physics. This is useful for making a body \"slide\" "
+"through a segment placed in another."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid ""
+"The body B's initial anchor position defined by the joint's origin and a "
+"local offset [member initial_offset] along the joint's Y axis (along the "
+"groove)."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml
+msgid ""
+"The groove's length. The groove is from the joint's origin towards [member "
+"length] along the joint's local Y axis."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Context to compute cryptographic hashes over multiple iterations."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid ""
+"The HashingContext class provides an interface for computing cryptographic "
+"hashes over multiple iterations. This is useful for example when computing "
+"hashes of big files (so you don't have to load them all in memory), network "
+"streams, and data streams in general (so you don't have to hold buffers).\n"
+"The [enum HashType] enum shows the supported hashing algorithms.\n"
+"[codeblock]\n"
+"const CHUNK_SIZE = 1024\n"
+"\n"
+"func hash_file(path):\n"
+" var ctx = HashingContext.new()\n"
+" var file = File.new()\n"
+" # Start a SHA-256 context.\n"
+" ctx.start(HashingContext.HASH_SHA256)\n"
+" # Check that file exists.\n"
+" if not file.file_exists(path):\n"
+" return\n"
+" # Open the file to hash.\n"
+" file.open(path, File.READ)\n"
+" # Update the context after reading each chunk.\n"
+" while not file.eof_reached():\n"
+" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
+" # Get the computed hash.\n"
+" var res = ctx.finish()\n"
+" # Print the result as hex string and array.\n"
+" printt(res.hex_encode(), Array(res))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Closes the current context, and return the computed hash."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid ""
+"Starts a new hash computation of the given [code]type[/code] (e.g. [constant "
+"HASH_SHA256] to start computation of a SHA-256)."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Updates the computation with the given [code]chunk[/code] of data."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Hashing algorithm: MD5."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Hashing algorithm: SHA-1."
+msgstr ""
+
+#: doc/classes/HashingContext.xml
+msgid "Hashing algorithm: SHA-256."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml
+msgid "Horizontal box container."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml
+msgid "Horizontal box container. See [BoxContainer]."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml
+msgid "The horizontal space between the [HBoxContainer]'s elements."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid "Height map shape for 3D physics."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Height map shape resource, which can be added to a [PhysicsBody] or [Area]."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Height map data, pool array must be of [member map_width] * [member "
+"map_depth] size."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Number of vertices in the depth of the height map. Changing this will resize "
+"the [member map_data]."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml
+msgid ""
+"Number of vertices in the width of the height map. Changing this will resize "
+"the [member map_data]."
+msgstr ""
+
+#: doc/classes/HFlowContainer.xml
+msgid "Horizontal flow container."
+msgstr ""
+
+#: doc/classes/HFlowContainer.xml
+msgid "Horizontal version of [FlowContainer]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid "A hinge between two 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"A HingeJoint normally uses the Z axis of body A as the hinge axis, another "
+"axis can be specified when adding it manually though. See also "
+"[Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
+#: doc/classes/SpriteBase3D.xml
+msgid "Returns the value of the specified flag."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml
+#: doc/classes/PinJoint.xml
+msgid "Returns the value of the specified parameter."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid "If [code]true[/code], enables the specified flag."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml
+msgid "Sets the value of the specified parameter."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The speed with which the rotation across the axis perpendicular to the hinge "
+"gets corrected."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
+"[member angular_limit/lower] and [member angular_limit/upper] has effects."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"The minimum rotation. Only active if [member angular_limit/enable] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid "The lower this value, the more the rotation gets slowed down."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid ""
+"The maximum rotation. Only active if [member angular_limit/enable] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml
+msgid "When activated, a motor turns the hinge."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid "Maximum acceleration for the motor."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid "Target speed for the motor."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The speed with which the two bodies get pulled together when they move in "
+"different directions."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid "Used to create an HMAC for a message using a key."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"The HMACContext class is useful for advanced HMAC use cases, such as "
+"streaming the message as it supports creating the message over time rather "
+"than providing it all at once.\n"
+"[codeblock]\n"
+"extends Node\n"
+"var ctx = HMACContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"supersecret\".to_utf8()\n"
+" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
+" assert(err == OK)\n"
+" var msg1 = \"this is \".to_utf8()\n"
+" var msg2 = \"super duper secret\".to_utf8()\n"
+" err = ctx.update(msg1)\n"
+" assert(err == OK)\n"
+" err = ctx.update(msg2)\n"
+" assert(err == OK)\n"
+" var hmac = ctx.finish()\n"
+" print(hmac.hex_encode())\n"
+"[/codeblock]\n"
+"And in C# we can use the following.\n"
+"[codeblock]\n"
+"using Godot;\n"
+"using System;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public class CryptoNode : Node\n"
+"{\n"
+" private HMACContext ctx = new HMACContext();\n"
+" public override void _Ready()\n"
+" {\n"
+" PoolByteArray key = String(\"supersecret\").to_utf8();\n"
+" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
+" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n"
+" err = ctx.Update(msg1);\n"
+" GD.Assert(err == OK);\n"
+" err = ctx.Update(msg2);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray hmac = ctx.Finish();\n"
+" GD.Print(hmac.HexEncode());\n"
+" }\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is "
+"returned."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"Initializes the HMACContext. This method cannot be called again on the same "
+"HMACContext until [method finish] has been called."
+msgstr ""
+
+#: doc/classes/HMACContext.xml
+msgid ""
+"Updates the message to be HMACed. This can be called multiple times before "
+"[method finish] is called to append [code]data[/code] to the message, but "
+"cannot be called until [method start] has been called."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid "Horizontal scroll bar."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid ""
+"Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the mouse cursor hovers over the decrement button."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the decrement button is being pressed."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the mouse cursor hovers over the increment button."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Displayed when the increment button is being pressed."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid ""
+"Used as texture for the grabber, the draggable element representing current "
+"scroll."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used when the mouse hovers over the grabber."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used when the grabber is being dragged."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used as background of this [ScrollBar]."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
+msgid "Used as background when the [ScrollBar] has the GUI focus."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid "Horizontal separator."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid ""
+"Horizontal separator. See [Separator]. Even though it looks horizontal, it "
+"is used to separate objects vertically."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid ""
+"The height of the area covered by the separator. Effectively works like a "
+"minimum height."
+msgstr ""
+
+#: doc/classes/HSeparator.xml
+msgid "The style for the separator line. Works best with [StyleBoxLine]."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid "Horizontal slider."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid ""
+"Horizontal slider. See [Slider]. This one goes from left (min) to right "
+"(max).\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid "The texture for the grabber (the draggable element)."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid "The texture for the grabber when it's disabled."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid "The texture for the grabber when it's focused."
+msgstr ""
+
+#: doc/classes/HSlider.xml doc/classes/VSlider.xml
+msgid ""
+"The texture for the ticks, visible when [member Slider.tick_count] is "
+"greater than 0."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid "The background of the area to the left of the grabber."
+msgstr ""
+
+#: doc/classes/HSlider.xml
+msgid ""
+"The background for the whole slider. Determines the height of the "
+"[code]grabber_area[/code]."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml
+msgid "Horizontal split container."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml
+msgid ""
+"Horizontal split container. See [SplitContainer]. This goes from left to "
+"right."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
+msgid ""
+"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
+"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
+"visible."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
+msgid "The space between sides of the container."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
+msgid "The icon used for the grabber drawn in the middle area."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Low-level hyper-text transfer protocol client."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
+"to make HTTP requests to download web content, upload files and other data "
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
+"[b]Note:[/b] This client only needs to connect to a host once (see [method "
+"connect_to_host]) to send multiple requests. Because of this, methods that "
+"take URLs usually take just the part after the host instead of the full URL, "
+"as the client is already connected to a host. See [method request] for a "
+"full example and to get started.\n"
+"A [HTTPClient] should be reused between multiple requests or to connect to "
+"different hosts instead of creating one client per request. Supports SSL and "
+"SSL server certificate verification. HTTP status codes in the 2xx range "
+"indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx "
+"something was wrong with the request, and 5xx something went wrong on the "
+"server's side.\n"
+"For more information on HTTP, see https://developer.mozilla.org/en-US/docs/"
+"Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools."
+"ietf.org/html/rfc2616).\n"
+"[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, "
+"keep in mind the remote server may not allow requests from foreign origins "
+"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
+"url]. If you host the server in question, you should modify its backend to "
+"allow requests from foreign origins by adding the [code]Access-Control-Allow-"
+"Origin: *[/code] HTTP header.\n"
+"[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and "
+"TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an "
+"error.\n"
+"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
+"currently not supported. Revoked certificates are accepted as long as they "
+"are otherwise valid. If this is a concern, you may want to use automatically "
+"managed certificates with a short validity period."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Connects to a host. This needs to be done before any requests are sent.\n"
+"The host should not have http:// prepended but will strip the protocol "
+"identifier if provided.\n"
+"If no [code]port[/code] is specified (or [code]-1[/code] is used), it is "
+"automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] "
+"is enabled).\n"
+"[code]verify_host[/code] will check the SSL identity of the host if set to "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Returns the response's body length.\n"
+"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
+"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
+"the body length will also be [code]-1[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Returns the response's HTTP status code."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Returns the response headers."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
+"\"value1; value2\" }[/code] where the case-sensitivity of the keys and "
+"values is kept like the server delivers it. A value is a simple String, this "
+"string can have more than one value where \"; \" is used as separator.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"{\n"
+" \"content-length\": 12,\n"
+" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Returns a [enum Status] constant. Need to call [method poll] in order to get "
+"status updates."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "If [code]true[/code], this [HTTPClient] has a response available."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"This needs to be called in order to have any request processed. Check "
+"results with [method get_status]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Generates a GET/POST application/x-www-form-urlencoded style query string "
+"from a provided dictionary, e.g.:\n"
+"[codeblock]\n"
+"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Returns \"username=user&password=pass\"\n"
+"[/codeblock]\n"
+"Furthermore, if a key has a [code]null[/code] value, only the key itself is "
+"added, without equal sign and value. If the value is an array, for each "
+"value in it a pair with the same key is added.\n"
+"[codeblock]\n"
+"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
+"44]}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Reads one chunk from the response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Sends a request to the connected host.\n"
+"The URL parameter is usually just the part after the host, so for "
+"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
+"When sending requests to an HTTP proxy server, it should be an absolute URL. "
+"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
+"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
+"authority component ([code]host:port[/code]).\n"
+"Headers are HTTP request headers. For available HTTP methods, see [enum "
+"Method].\n"
+"To create a POST request with query strings to push to the server, do:\n"
+"[codeblock]\n"
+"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
+"\"Content-Length: \" + str(query_string.length())]\n"
+"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
+"headers, query_string)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The [code]request_data[/code] parameter is ignored if "
+"[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET "
+"methods can't contain request data. As a workaround, you can pass request "
+"data as a query string in the URL. See [method String.http_escape] for an "
+"example."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"Sends a raw request to the connected host.\n"
+"The URL parameter is usually just the part after the host, so for "
+"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
+"When sending requests to an HTTP proxy server, it should be an absolute URL. "
+"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
+"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
+"authority component ([code]host:port[/code]).\n"
+"Headers are HTTP request headers. For available HTTP methods, see [enum "
+"Method].\n"
+"Sends the body data raw, as a byte array and does not encode it in any way."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
+msgid ""
+"Sets the proxy server for HTTP requests.\n"
+"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
+"is -1."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
+msgid ""
+"Sets the proxy server for HTTPS requests.\n"
+"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
+"is -1."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"If [code]true[/code], execution will block until all data is read from the "
+"response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "The connection to use for this client."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"The size of the buffer used and maximum bytes to read per iteration. See "
+"[method read_response_body_chunk]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP GET method. The GET method requests a representation of the specified "
+"resource. Requests using GET should only retrieve data."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
+"GET request, but without the response body. This is useful to request "
+"metadata like HTTP headers or to check if a resource exists."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP POST method. The POST method is used to submit an entity to the "
+"specified resource, often causing a change in state or side effects on the "
+"server. This is often used for forms and submitting data or uploading files."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP PUT method. The PUT method asks to replace all current representations "
+"of the target resource with the request payload. (You can think of POST as "
+"\"create or update\" and PUT as \"update\", although many services tend to "
+"not make a clear distinction or change their meaning)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP DELETE method. The DELETE method requests to delete the specified "
+"resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
+"communication options for the target resource. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP TRACE method. The TRACE method performs a message loop-back test along "
+"the path to the target resource. Returns the entire HTTP request received in "
+"the response body. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
+"identified by the target resource. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP PATCH method. The PATCH method is used to apply partial modifications "
+"to a resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Represents the size of the [enum Method] enum."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Disconnected from the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Currently resolving the hostname for the given URL into an IP."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Currently connecting to server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Can't connect to the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Connection established."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Currently sending request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: HTTP body received."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Error in HTTP connection."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid "Status: Error in SSL handshake."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
+"everything so far is OK and that the client should continue with the request "
+"(or ignore this status if already finished)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
+"[code]Upgrade[/code] request header by the client. Indicates the protocol "
+"the server is switching to."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
+"server has received and is processing the request, but no response is "
+"available yet."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
+"response for successful requests. Meaning varies depending on the request. "
+"GET: The resource has been fetched and is transmitted in the message body. "
+"HEAD: The entity headers are in the message body. POST: The resource "
+"describing the result of the action is transmitted in the message body. "
+"TRACE: The message body contains the request message as received by the "
+"server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
+"new resource has been created as a result of it. This is typically the "
+"response sent after a PUT request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]202 Accepted[/code]. The request has been received "
+"but not yet acted upon. It is non-committal, meaning that there is no way in "
+"HTTP to later send an asynchronous response indicating the outcome of "
+"processing the request. It is intended for cases where another process or "
+"server handles the request, or for batch processing."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
+"response code means returned meta-information set is not exact set as "
+"available from the origin server, but collected from a local or a third "
+"party copy. Except this condition, 200 OK response should be preferred "
+"instead of this response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]204 No Content[/code]. There is no content to send "
+"for this request, but the headers may be useful. The user-agent may update "
+"its cached headers for this resource with the new ones."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled "
+"the request and desires that the client resets the \"document view\" that "
+"caused the request to be sent to its original state as received from the "
+"origin server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]206 Partial Content[/code]. This response code is "
+"used because of a range header sent by the client to separate download into "
+"multiple streams."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
+"response conveys information about multiple resources in situations where "
+"multiple status codes might be appropriate."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
+"DAV: propstat response element to avoid enumerating the internal members of "
+"multiple bindings to the same collection repeatedly."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
+"a GET request for the resource, and the response is a representation of the "
+"result of one or more instance-manipulations applied to the current instance."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
+"one possible responses and there is no standardized way to choose one of the "
+"responses. User-agent or user should choose one of them."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
+"response code means the URI of requested resource has been changed. The new "
+"URI is usually included in the response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]302 Found[/code]. Temporary redirection. This "
+"response code means the URI of requested resource has been changed "
+"temporarily. New changes in the URI might be made in the future. Therefore, "
+"this same URI should be used by the client in future requests."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
+"user agent to a different resource, as indicated by a URI in the Location "
+"header field, which is intended to provide an indirect response to the "
+"original request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
+"request has been received and would have resulted in a 200 OK response if it "
+"were not for the fact that the condition evaluated to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
+"i]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
+"resides temporarily under a different URI and the user agent MUST NOT change "
+"the request method if it performs an automatic redirection to that URI."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]308 Permanent Redirect[/code]. The target resource "
+"has been assigned a new permanent URI and any future references to this "
+"resource ought to use one of the enclosed URIs."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
+"server cannot or will not process the request due to something that is "
+"perceived to be a client error (e.g., malformed request syntax, invalid "
+"request message framing, invalid request contents, or deceptive request "
+"routing)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
+"request has not been applied because it lacks valid authentication "
+"credentials for the target resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]402 Payment Required[/code]. This response code is "
+"reserved for future use. Initial aim for creating this code was using it for "
+"digital payment systems, however this is not currently used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
+"rights to the content, i.e. they are unauthorized, so server is rejecting to "
+"give proper response. Unlike [code]401[/code], the client's identity is "
+"known to the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]404 Not Found[/code]. The server can not find "
+"requested resource. Either the URL is not recognized or the endpoint is "
+"valid but the resource itself does not exist. May also be sent instead of "
+"403 to hide existence of a resource if the client is not authorized."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
+"method is known by the server but has been disabled and cannot be used. For "
+"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
+"GET and HEAD, must never be disabled and should not return this error code."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
+"not have a current representation that would be acceptable to the user "
+"agent, according to the proactive negotiation header fields received in the "
+"request. Used when negotiation content."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
+"401 Unauthorized, but it indicates that the client needs to authenticate "
+"itself in order to use a proxy."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]408 Request Timeout[/code]. The server did not "
+"receive a complete request message within the time that it was prepared to "
+"wait."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]409 Conflict[/code]. The request could not be "
+"completed due to a conflict with the current state of the target resource. "
+"This code is used in situations where the user might be able to resolve the "
+"conflict and resubmit the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
+"available at the origin server and this condition is likely permanent."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]411 Length Required[/code]. The server refuses to "
+"accept the request without a defined Content-Length header."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]412 Precondition Failed[/code]. One or more "
+"conditions given in the request header fields evaluated to [code]false[/"
+"code] when tested on the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing "
+"to process a request because the request payload is larger than the server "
+"is willing or able to process."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
+"refusing to service the request because the request-target is longer than "
+"the server is willing to interpret."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
+"is refusing to service the request because the payload is in a format not "
+"supported by this method on the target resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
+"the ranges in the request's Range header field overlap the current extent of "
+"the selected resource or the set of ranges requested has been rejected due "
+"to invalid ranges or an excessive request of small or overlapping ranges."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
+"in the request's Expect header field could not be met by at least one of the "
+"inbound servers."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
+"with a teapot should result in the error code \"418 I'm a teapot\". The "
+"resulting entity body MAY be short and stout."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]421 Misdirected Request[/code]. The request was "
+"directed at a server that is not able to produce a response. This can be "
+"sent by a server that is not configured to produce responses for the "
+"combination of scheme and authority that are included in the request URI."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
+"understands the content type of the request entity (hence a 415 Unsupported "
+"Media Type status code is inappropriate), and the syntax of the request "
+"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
+"was unable to process the contained instructions."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
+"resource of a method is locked."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
+"could not be performed on the resource because the requested action depended "
+"on another action and that action failed."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
+"perform the request using the current protocol but might be willing to do so "
+"after the client upgrades to a different protocol."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]428 Precondition Required[/code]. The origin server "
+"requires the request to be conditional."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
+"many requests in a given amount of time (see \"rate limiting\"). Back off "
+"and increase time between requests or try again later."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]431 Request Header Fields Too Large[/code]. The "
+"server is unwilling to process the request because its header fields are too "
+"large. The request MAY be resubmitted after reducing the size of the request "
+"header fields."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. "
+"The server is denying access to the resource as a consequence of a legal "
+"demand."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]500 Internal Server Error[/code]. The server "
+"encountered an unexpected condition that prevented it from fulfilling the "
+"request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]501 Not Implemented[/code]. The server does not "
+"support the functionality required to fulfill the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
+"gateway or proxy, received an invalid response from an inbound server it "
+"accessed while attempting to fulfill the request. Usually returned by load "
+"balancers or proxies."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]503 Service Unavailable[/code]. The server is "
+"currently unable to handle the request due to a temporary overload or "
+"scheduled maintenance, which will likely be alleviated after some delay. Try "
+"again later."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
+"as a gateway or proxy, did not receive a timely response from an upstream "
+"server it needed to access in order to complete the request. Usually "
+"returned by load balancers or proxies."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server "
+"does not support, or refuses to support, the major version of HTTP that was "
+"used in the request message."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
+"internal configuration error: the chosen variant resource is configured to "
+"engage in transparent content negotiation itself, and is therefore not a "
+"proper end point in the negotiation process."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
+"be performed on the resource because the server is unable to store the "
+"representation needed to successfully complete the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
+"operation because it encountered an infinite loop while processing a request "
+"with \"Depth: infinity\". This status indicates that the entire operation "
+"failed."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
+"resource has not been met in the request. The server should send back all "
+"the information necessary for the client to issue an extended request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml
+msgid ""
+"HTTP status code [code]511 Network Authentication Required[/code]. The "
+"client needs to authenticate to gain network access."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "A node with the ability to send HTTP(S) requests."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"A node with the ability to send HTTP requests. Uses [HTTPClient] "
+"internally.\n"
+"Can be used to make HTTP requests, i.e. download or upload files or web "
+"content via HTTP.\n"
+"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
+"especially regarding SSL security.\n"
+"[b]Example of contacting a REST API and printing one of its returned fields:"
+"[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Create an HTTP request node and connect its completion signal.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Perform a GET request. The URL below returns JSON as of writing.\n"
+" var error = http_request.request(\"https://httpbin.org/get\")\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+" # Perform a POST request. The URL below returns JSON as of writing.\n"
+" # Note: Don't make simultaneous requests using a single HTTPRequest "
+"node.\n"
+" # The snippet below is provided for reference only.\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
+" error = http_request.request(\"https://httpbin.org/post\", [], true, "
+"HTTPClient.METHOD_POST, body)\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+"\n"
+"# Called when the HTTP request is completed.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var response = parse_json(body.get_string_from_utf8())\n"
+"\n"
+" # Will print the user agent string used by the HTTPRequest node (as "
+"recognized by httpbin.org).\n"
+" print(response.headers[\"User-Agent\"])\n"
+"[/codeblock]\n"
+"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Create an HTTP request node and connect its completion signal.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Perform the HTTP request. The URL below returns a PNG image as of "
+"writing.\n"
+" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+"\n"
+"# Called when the HTTP request is completed.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var image = Image.new()\n"
+" var error = image.load_png_from_buffer(body)\n"
+" if error != OK:\n"
+" push_error(\"Couldn't load the image.\")\n"
+"\n"
+" var texture = ImageTexture.new()\n"
+" texture.create_from_image(image)\n"
+"\n"
+" # Display the image in a TextureRect node.\n"
+" var texture_rect = TextureRect.new()\n"
+" add_child(texture_rect)\n"
+" texture_rect.texture = texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Cancels the current request."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Returns the response body length.\n"
+"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
+"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
+"the body length will also be [code]-1[/code]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Returns the amount of bytes this HTTPRequest downloaded."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Returns the current status of the underlying [HTTPClient]. See [enum "
+"HTTPClient.Status]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Creates request on the underlying [HTTPClient]. If there is no configuration "
+"errors, it tries to connect using [method HTTPClient.connect_to_host] and "
+"passes parameters onto [method HTTPClient.request].\n"
+"Returns [constant OK] if request is successfully created. (Does not imply "
+"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
+"tree, [constant ERR_BUSY] if still processing previous request, [constant "
+"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
+"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
+"connect to host.\n"
+"[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], "
+"the payload sent via [code]request_data[/code] might be ignored by the "
+"server or even cause the server to reject the request (check [url=https://"
+"datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/"
+"url] for more details). As a workaround, you can send data as a query string "
+"in the URL. See [method String.http_escape] for an example."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Creates request on the underlying [HTTPClient] using a raw array of bytes "
+"for the request body. If there is no configuration errors, it tries to "
+"connect using [method HTTPClient.connect_to_host] and passes parameters onto "
+"[method HTTPClient.request].\n"
+"Returns [constant OK] if request is successfully created. (Does not imply "
+"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
+"tree, [constant ERR_BUSY] if still processing previous request, [constant "
+"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
+"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
+"connect to host."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
+"When only small files are expected, this can be used to prevent disallow "
+"receiving files that are too large, preventing potential denial of service "
+"attacks."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"The size of the buffer used and maximum bytes to read per iteration. See "
+"[member HTTPClient.read_chunk_size].\n"
+"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
+"to decrease memory usage at the cost of download speeds."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"The file to download into. If set to a non-empty string, the request output "
+"will be written to the file located at the path. If a file already exists at "
+"the specified location, it will be overwritten as soon as body data begins "
+"to be received.\n"
+"[b]Note:[/b] Folders are not automatically created when the file is created. "
+"If [member download_file] points to a subfolder, it's recommended to create "
+"the necessary folders beforehand using [method Directory.make_dir_recursive] "
+"to ensure the file can be written."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"Maximum number of allowed redirects. This is used to prevent endless "
+"redirect loops."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "If [code]true[/code], multithreading is used to improve performance."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Emitted when a request is completed."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request successful."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed while connecting."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed while resolving."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed due to connection (read/write) error."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed on SSL handshake."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request does not have a response (yet)."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request failed (currently unused)."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "HTTPRequest couldn't open the download file."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "HTTPRequest couldn't write to the download file."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml
+msgid "Request reached its maximum redirect limit, see [member max_redirects]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image datatype."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Native image datatype. Contains image data which can be converted to an "
+"[ImageTexture] and provides commonly used [i]image processing[/i] methods. "
+"The maximum width and height for an [Image] are [constant MAX_WIDTH] and "
+"[constant MAX_HEIGHT].\n"
+"An [Image] cannot be assigned to a [code]texture[/code] property of an "
+"object directly (such as [Sprite]), and has to be converted manually to an "
+"[ImageTexture] first.\n"
+"[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
+"hardware limitations. Larger images may fail to import."
+msgstr ""
+
+#: doc/classes/Image.xml doc/classes/ImageTexture.xml
+msgid "Importing images"
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
+"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
+"This image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
+"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
+"accordingly to both image bounds. Alpha channels are required for both "
+"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
+"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
+"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
+"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
+"have the same size (width and height) but they can have different formats. "
+"[code]src_rect[/code] with not positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
+"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
+"image and [code]src[/code] image [b]must[/b] have the same format. "
+"[code]src_rect[/code] with not positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
+"at the coordinates given by [code]dst[/code], clipped accordingly to both "
+"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
+"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
+"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
+"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
+"height) but they can have different formats. [code]src_rect[/code] with not "
+"positive size is treated as empty."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-"
+"pixel, while a normalmap provides a normal direction per pixel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Removes the image's mipmaps."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Compresses the image to use less memory. Can not directly access pixel data "
+"while the image is compressed. Returns error if the chosen compression mode "
+"is not available. See [enum CompressMode] and [enum CompressSource] "
+"constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Converts the image's format. See [enum Format] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Copies [code]src[/code] image to this image."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Creates an empty image of given size and format. See [enum Format] "
+"constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate "
+"mipmaps for this image. See the [method generate_mipmaps]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Creates a new image of given size and format. See [enum Format] constants. "
+"Fills the image with the given raw data. If [code]use_mipmaps[/code] is "
+"[code]true[/code] then loads mipmaps for this image from [code]data[/code]. "
+"See [method generate_mipmaps]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Crops the image to the given [code]width[/code] and [code]height[/code]. If "
+"the specified size is larger than the current size, the extra area is filled "
+"with black pixels."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Decompresses the image if it is compressed. Returns an error if decompress "
+"function is not available."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
+"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
+"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Stretches the image and enlarges it by a factor of 2. No interpolation is "
+"done."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Fills the image with [code]color[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Fills [code]rect[/code] with [code]color[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Blends low-alpha pixels with nearby pixels."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Flips the image horizontally."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Flips the image vertically."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Generates mipmaps for the image. Mipmaps are precalculated lower-resolution "
+"copies of the image that are automatically used if the image needs to be "
+"scaled down when rendered. They help improve image quality and performance "
+"when rendering. This method returns an error if the image is compressed, in "
+"a custom format, or if the image's width/height is [code]0[/code].\n"
+"[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is "
+"[i]always[/i] done on the main thread. This means generating mipmaps will "
+"result in noticeable stuttering during gameplay, even if [method "
+"generate_mipmaps] is called from a [Thread]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns a copy of the image's raw data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's format. See [enum Format] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's height."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns the offset where the image's mipmap with index [code]mipmap[/code] "
+"is stored in the [code]data[/code] dictionary."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns the color of the pixel at [code](x, y)[/code] if the image is "
+"locked. If the image is unlocked, it always returns a [Color] with the value "
+"[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but "
+"two integer arguments instead of a Vector2 argument."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns the color of the pixel at [code]src[/code] if the image is locked. "
+"If the image is unlocked, it always returns a [Color] with the value [code]"
+"(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a "
+"Vector2 argument instead of two integer arguments."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns a new image that is a copy of the image's area specified with "
+"[code]rect[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's size (width and height)."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns a [Rect2] enclosing the visible portion of the image, considering "
+"each pixel with a non-zero alpha channel as visible."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns the image's width."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns [code]true[/code] if the image has generated mipmaps."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns [code]true[/code] if the image is compressed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Returns [code]true[/code] if the image has no data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Returns [code]true[/code] if all the image's pixels have an alpha value of "
+"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/"
+"assets_pipeline/importing_images.html#supported-image-formats]Supported "
+"image formats[/url] for a list of supported image formats and limitations.\n"
+"[b]Warning:[/b] This method should only be used in the editor or in cases "
+"when you need to load external images at run-time, such as images located at "
+"the [code]user://[/code] directory, and may not work in exported projects.\n"
+"See also [ImageTexture] description for usage examples."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Loads an image from the binary contents of a BMP file.\n"
+"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. "
+"Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a JPEG file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a PNG file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a TGA file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Loads an image from the binary contents of a WebP file."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Locks the data for reading and writing access. Sends an error to the console "
+"if the image is not locked when reading or writing a pixel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Converts the image's data to represent coordinates on a 3D plane. This is "
+"used when the image represents a normalmap. A normalmap can add lots of "
+"detail to a 3D surface without increasing the polygon count."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Multiplies color values with alpha values. Resulting color values for a "
+"pixel are [code](color * alpha)/256[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Resizes the image to the given [code]width[/code] and [code]height[/code]. "
+"New pixels are calculated using the [code]interpolation[/code] mode defined "
+"via [enum Interpolation] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Resizes the image to the nearest power of 2 for the width and height. If "
+"[code]square[/code] is [code]true[/code] then set width and height to be the "
+"same. New pixels are calculated using the [code]interpolation[/code] mode "
+"defined via [enum Interpolation] constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/"
+"code] is [code]true[/code] and the image has only one channel, it will be "
+"saved explicitly as monochrome rather than one red channel. This function "
+"will return [constant ERR_UNAVAILABLE] if Godot was compiled without the "
+"TinyEXR module.\n"
+"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which "
+"means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is "
+"called from an exported project."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Saves the image as a PNG file to [code]path[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. "
+"Example:\n"
+"[codeblock]\n"
+"var img = Image.new()\n"
+"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
+"img.lock()\n"
+"img.set_pixel(x, y, color) # Works\n"
+"img.unlock()\n"
+"img.set_pixel(x, y, color) # Does not have an effect\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is "
+"locked. Note that the [code]dst[/code] values must be integers. Example:\n"
+"[codeblock]\n"
+"var img = Image.new()\n"
+"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
+"img.lock()\n"
+"img.set_pixelv(Vector2(x, y), color) # Works\n"
+"img.unlock()\n"
+"img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Shrinks the image by a factor of 2."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Converts the raw data from the sRGB colorspace to a linear scale."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Unlocks the data and prevents changes."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Holds all the image's color data in a given format. See [enum Format] "
+"constants."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "The maximal width allowed for [Image] resources."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "The maximal height allowed for [Image] resources."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Texture format with a single 8-bit depth representing luminance."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format with two values, luminance and alpha each stored with "
+"8 bits."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RED[/code] with a single component and a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel "
+"instead of the red channel for storage."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
+"8 for each."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RGB[/code] with three components, each with a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RGBA[/code] with four components, each with a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]RGBA[/code] with four components, each with a "
+"bitdepth of 4."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each "
+"component of RGB and one bit for alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
+"bit floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
+"each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
+"components, each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
+"components, each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
+"bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
+"each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
+"components, each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
+"components, each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"A special OpenGL texture format where the three color components have 9 bits "
+"of precision and all three share a single 5-bit exponent."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format that uses Block Compression 1, and is the smallest variation "
+"of S3TC, only providing 1 bit of alpha and color data being premultiplied "
+"with alpha.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format that uses Block Compression 2, and color data is interpreted "
+"as not having been premultiplied by alpha. Well suited for images with sharp "
+"alpha transitions between translucent and opaque areas.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format also known as Block Compression 3 or BC3 that contains 64 "
+"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. "
+"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally "
+"produces superior results for transparent gradients compared to DXT3.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
+"normalizing the red channel data using the same compression algorithm that "
+"DXT5 uses for the alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
+"normalizing the red and green channel data using the same compression "
+"algorithm that DXT5 uses for the alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized "
+"RGBA components.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
+"RGB components."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
+"RGB components."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Texture format used on PowerVR-supported mobile platforms, uses 2-bit color "
+"depth with no alpha. More information can be found [url=https://en.wikipedia."
+"org/wiki/PVRTC]here[/url].\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an "
+"alpha component."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-"
+"bit color depth and no alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an "
+"alpha component."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/"
+"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics "
+"standard. This format cannot store an alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
+"unsigned data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one "
+"channel of signed data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels "
+"of unsigned data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two "
+"channels of signed data."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
+"compresses RGB888 data.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data "
+"with full alpha support.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which "
+"compresses RGBA data to make alpha either fully transparent or fully "
+"opaque.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Represents the size of the [enum Format] enum."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs nearest-neighbor interpolation. If the image is resized, it will be "
+"pixelated."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs bilinear interpolation. If the image is resized, it will be blurry. "
+"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
+"lower quality."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs cubic interpolation. If the image is resized, it will be blurry. "
+"This mode often gives better results compared to [constant "
+"INTERPOLATE_BILINEAR], at the cost of being slower."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs bilinear separately on the two most-suited mipmap levels, then "
+"linearly interpolates between them.\n"
+"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-"
+"quality results with far fewer aliasing artifacts.\n"
+"If the image does not have mipmaps, they will be generated and used "
+"internally, but no mipmaps will be generated on the resulting image.\n"
+"[b]Note:[/b] If you intend to scale multiple copies of the original image, "
+"it's better to call [method generate_mipmaps]] on it in advance, to avoid "
+"wasting processing power in generating them again and again.\n"
+"On the other hand, if the image already has mipmaps, they will be used, and "
+"a new set will be generated for the resulting image."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
+"it typically gives the best results, especially when downscalng images."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image does not have alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image stores alpha in a single bit."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Image uses alpha."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use S3TC compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use PVRTC2 compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use PVRTC4 compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use ETC compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Use ETC2 compression."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Source texture (before compression) is a regular texture. Default for all "
+"textures."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Source texture (before compression) is in sRGB space."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid ""
+"Source texture (before compression) is a normal texture (e.g. it can be "
+"compressed into two channels)."
+msgstr ""
+
+#: doc/classes/Image.xml
+msgid "Source texture (before compression) is a [TextureLayered]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "A [Texture] based on an [Image]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"A [Texture] based on an [Image]. For an image to be displayed, an "
+"[ImageTexture] has to be created from it using the [method "
+"create_from_image] method:\n"
+"[codeblock]\n"
+"var texture = ImageTexture.new()\n"
+"var image = Image.new()\n"
+"image.load(\"res://icon.png\")\n"
+"texture.create_from_image(image)\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"This way, textures can be created at run-time by loading images both from "
+"within the editor and externally.\n"
+"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript."
+"load] over loading them from within the filesystem dynamically with [method "
+"Image.load], as it may not work in exported projects:\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"This is because images have to be imported as [StreamTexture] first to be "
+"loaded with [method @GDScript.load]. If you'd still like to load an image "
+"file just like any other [Resource], import it as an [Image] resource "
+"instead, and then load it normally using the [method @GDScript.load] "
+"method.\n"
+"But do note that the image data can still be retrieved from an imported "
+"texture as well using the [method Texture.get_data] method, which returns a "
+"copy of the data:\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"var image : Image = texture.get_data()\n"
+"[/codeblock]\n"
+"An [ImageTexture] is not meant to be operated from within the editor "
+"interface directly, and is mostly useful for rendering images on screen "
+"dynamically via code. If you need to generate images procedurally from "
+"within the editor, consider saving and importing images as custom texture "
+"resources implementing a new [EditorImportPlugin].\n"
+"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
+"hardware limitations."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Create a new [ImageTexture] with [code]width[/code] and [code]height[/"
+"code].\n"
+"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
+"is any combination of [enum Texture.Flags]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Initializes the texture by allocating and setting the data from an [Image] "
+"with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color "
+"space conversion can take place, according to [enum Image.Format]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "Returns the format of the texture, one of [enum Image.Format]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Loads an image from a file path and creates a texture from it.\n"
+"[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use "
+"[method Image.load] and [method create_from_image] instead."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"Replaces the texture's data with a new [Image].\n"
+"[b]Note:[/b] The texture has to be initialized first with the [method "
+"create_from_image] method before it can be updated. The new image "
+"dimensions, format, and mipmaps configuration should match the existing "
+"texture's image configuration, otherwise it has to be re-created with the "
+"[method create_from_image] method.\n"
+"Use this method over [method create_from_image] if you need to update the "
+"texture frequently, which is faster than allocating additional memory for a "
+"new texture each time."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml
+msgid "Resizes the texture to the specified dimensions."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "The storage type (raw, lossy, or compressed)."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "[Image] data is stored raw and unaltered."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid ""
+"[Image] data is compressed with a lossy algorithm. You can set the storage "
+"quality with [member lossy_quality]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml
+msgid "[Image] data is compressed with a lossless algorithm."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "Draws simple geometry from code."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n"
+"See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh "
+"data that change every frame. It will be slow when handling large amounts of "
+"mesh data. If mesh data doesn't change often, use [ArrayMesh], "
+"[MeshDataTool] or [SurfaceTool] instead.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes.\n"
+"[b]Note:[/b] In case of missing points when handling large amounts of mesh "
+"data, try increasing its buffer size limit under [member ProjectSettings."
+"rendering/limits/buffers/immediate_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Simple helper to draw an UV sphere with given latitude, longitude and radius."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Adds a vertex in local coordinate space with the currently set color/uv/etc."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid ""
+"Begin drawing (and optionally pass a texture override). When done call "
+"[method end]. For more information on how this works, search for "
+"[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
+"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "Clears everything that was drawn using begin/end."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "Ends a drawing context and displays the results."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The current drawing color."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's normal."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's tangent (and binormal facing)."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's UV."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml
+msgid "The next vertex's second layer UV."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "A singleton that deals with inputs."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"A singleton that deals with inputs. This includes key presses, mouse buttons "
+"and movement, joypads, and input actions. Actions and their events can be "
+"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
+"with the [InputMap] class."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Inputs tutorial index"
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"This will simulate pressing the specified action.\n"
+"The strength can be used for non-boolean actions, it's ranged between 0 and "
+"1 representing the intensity of the given action.\n"
+"[b]Note:[/b] This method will not cause any [method Node._input] calls. It "
+"is intended to be used with [method is_action_pressed] and [method "
+"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
+"[method parse_input_event] instead."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "If the specified action is already pressed, this will release it."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Adds a new mapping entry (in SDL2 format) to the mapping database. "
+"Optionally update already connected devices."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sends all input events which are in the current buffer to the game loop. "
+"These events may have been buffered as a result of accumulated input "
+"([member use_accumulated_input]) or agile input flushing ([member "
+"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
+"The engine will already do this itself at key execution points (at least "
+"once per frame). However, this can be useful in advanced cases where you "
+"want precise control over the timing of event handling."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the acceleration of the device's accelerometer sensor, if the device "
+"has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
+"Note this method returns an empty [Vector3] when running from the editor "
+"even when your device has an accelerometer. You must export your project to "
+"a supported device to read values from the accelerometer.\n"
+"[b]Note:[/b] This method only works on iOS, Android, and UWP. On other "
+"platforms, it always returns [constant Vector3.ZERO]. On Android the unit of "
+"measurement for each axis is m/s² while on iOS and UWP it's a multiple of "
+"the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns a value between 0 and 1 representing the raw intensity of the given "
+"action, ignoring the action's deadzone. In most cases, you should use "
+"[method get_action_strength] instead.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns a value between 0 and 1 representing the intensity of the given "
+"action. In a joypad, for example, the further away the axis (analog sticks "
+"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
+"1. If the action is mapped to a control that has no axis as the keyboard, "
+"the value returned will be 0 or 1.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Get axis input by specifying two actions, one negative and one positive.\n"
+"This is a shorthand for writing [code]Input."
+"get_action_strength(\"positive_action\") - Input."
+"get_action_strength(\"negative_action\")[/code]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns an [Array] containing the device IDs of all currently connected "
+"joypads."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the gravity of the device's accelerometer sensor, if the device has "
+"one. Otherwise, the method returns [constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
+"it always returns [constant Vector3.ZERO]. On Android the unit of "
+"measurement for each axis is m/s² while on iOS it's a multiple of the "
+"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
+"gyroscope sensor, if the device has one. Otherwise, the method returns "
+"[constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
+"it always returns [constant Vector3.ZERO]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the current value of the joypad axis at given index (see [enum "
+"JoystickList])."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the index of the provided axis name."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Receives a [enum JoystickList] axis and returns its equivalent name as a "
+"string."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the index of the provided button name."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Receives a gamepad button from [enum JoystickList] and returns its "
+"equivalent name as a string."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns a SDL2-compatible device GUID on platforms that use gamepad "
+"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the name of the joypad at the specified device index."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Returns the duration of the current vibration effect in seconds."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the strength of the joypad vibration: x is the strength of the weak "
+"motor, and y is the strength of the strong motor."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the mouse speed for the last time the cursor was moved, and this "
+"until the next frame where the mouse moves. This means that even if the "
+"mouse is not moving, this function will still return the value of the last "
+"motion."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns the magnetic field strength in micro-Tesla for all axes of the "
+"device's magnetometer sensor, if the device has one. Otherwise, the method "
+"returns [constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android, iOS and UWP. On other "
+"platforms, it always returns [constant Vector3.ZERO]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
+"the same time, the bits are added together."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Gets an input vector by specifying four actions for the positive and "
+"negative X and Y axes.\n"
+"This method is useful when getting vector input, such as from a joystick, "
+"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
+"has a circular deadzone, which is useful for using vector input as "
+"movement.\n"
+"By default, the deadzone is automatically calculated from the average of the "
+"action deadzones. However, you can override the deadzone to be whatever you "
+"want (on the range of 0 to 1)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] when the user starts pressing the action event, "
+"meaning it's [code]true[/code] only on the frame that the user pressed down "
+"the button.\n"
+"This is useful for code that needs to run only once when an action is "
+"pressed, instead of every frame while it's pressed.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
+"return [code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] when the user stops pressing the action event, "
+"meaning it's [code]true[/code] only on the frame that the user released the "
+"button.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the action event. Note that if "
+"an action has multiple buttons assigned and more than one of them is "
+"pressed, releasing one button will release the action, even if some other "
+"button assigned to this action is still pressed.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores additional input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
+"JoystickList])."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if the system knows the specified device. This "
+"means that it sets all button and axis indices exactly as defined in [enum "
+"JoystickList]. Unknown joypads are not expected to match these constants, "
+"but you can still retrieve events from them."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the key in the current "
+"keyboard layout. You can pass a [enum KeyList] constant.\n"
+"[method is_key_pressed] is only recommended over [method "
+"is_physical_key_pressed] in non-game applications. This ensures that "
+"shortcut keys behave as expected depending on the user's keyboard layout, as "
+"keyboard shortcuts are generally dependent on the keyboard layout in non-"
+"game applications. If in doubt, use [method is_physical_key_pressed].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the mouse button specified "
+"with [enum ButtonList]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Returns [code]true[/code] if you are pressing the key in the physical "
+"location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
+"KeyList] constant.\n"
+"[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
+"for in-game actions, as it will make W/A/S/D layouts work regardless of the "
+"user's keyboard layout. [method is_physical_key_pressed] will also ensure "
+"that the top row number keys work on any keyboard layout. If in doubt, use "
+"[method is_physical_key_pressed].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
+"return [code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Notifies the [Input] singleton that a connection has changed, to update the "
+"state for the [code]device[/code] index.\n"
+"This is used internally and should not have to be called from user scripts. "
+"See [signal joy_connection_changed] for the signal emitted when this is "
+"triggered internally."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
+"events from code. Also generates [method Node._input] calls.\n"
+"Example:\n"
+"[codeblock]\n"
+"var a = InputEventAction.new()\n"
+"a.action = \"ui_cancel\"\n"
+"a.pressed = true\n"
+"Input.parse_input_event(a)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Removes all mappings from the internal database that match the given GUID."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the acceleration value of the accelerometer sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets a custom mouse cursor image, which is only visible inside the game "
+"window. The hotspot can also be specified. Passing [code]null[/code] to the "
+"image parameter resets to the system cursor. See [enum CursorShape] for the "
+"list of shapes.\n"
+"[code]image[/code]'s size must be lower than 256×256.\n"
+"[code]hotspot[/code] must be within [code]image[/code]'s size.\n"
+"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
+"using an [AnimatedTexture], only the first frame will be displayed.\n"
+"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
+"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
+"compression mode can't be used for custom cursors."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the default cursor shape to be used in the viewport instead of "
+"[constant CURSOR_ARROW].\n"
+"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
+"nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
+"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
+"cursor immediately."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the gravity value of the accelerometer sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the value of the magnetic field of the magnetometer sensor. Can be used "
+"for debugging on devices without a hardware sensor, for example in an editor "
+"on a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
+"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
+"weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the "
+"strength of the strong motor (between 0 and 1). [code]duration[/code] is the "
+"duration of the effect in seconds (a duration of 0 will try to play the "
+"vibration indefinitely).\n"
+"[b]Note:[/b] Not every hardware is compatible with long effect durations; it "
+"is recommended to restart an effect if it has to be played for more than a "
+"few seconds."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Stops the vibration of the joypad."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
+"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
+"permission in the export preset.\n"
+"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Sets the mouse position to the specified vector, provided in pixels and "
+"relative to an origin at the upper left corner of the game window.\n"
+"Mouse position is clipped to the limits of the screen resolution, or to the "
+"limits of the game window if [enum MouseMode] is set to [constant "
+"MOUSE_MODE_CONFINED]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Controls the mouse mode. See [enum MouseMode] for more information."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"If [code]true[/code], similar input events sent by the operating system are "
+"accumulated. When input accumulation is enabled, all input events generated "
+"during a frame will be merged and emitted when the frame is done rendering. "
+"Therefore, this limits the number of input method calls per second to the "
+"rendering FPS.\n"
+"Input accumulation can be disabled to get slightly more precise/reactive "
+"input at the cost of increased CPU usage. In applications where drawing "
+"freehand lines is required, input accumulation should generally be disabled "
+"while the user is drawing the line to get results that closely follow the "
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Emitted when a joypad device has been connected or disconnected."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Makes the mouse cursor visible if it is hidden."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Makes the mouse cursor hidden if it is visible."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Captures the mouse. The mouse will be hidden and its position locked at the "
+"center of the screen.\n"
+"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
+"need to use [member InputEventMouseMotion.relative]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Makes the mouse cursor visible but confines it to the game window."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Arrow cursor. Standard, default pointing cursor."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"I-beam cursor. Usually used to show where the text cursor will appear when "
+"the mouse is clicked."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
+"other interactable item."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Cross cursor. Typically appears over regions in which a drawing operation "
+"can be performed or for selections."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Wait cursor. Indicates that the application is busy performing an operation. "
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Busy cursor. Indicates that the application is busy performing an operation. "
+"This cursor shape denotes that the application is still usable during the "
+"operation."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Drag cursor. Usually displayed when dragging something."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Can drop cursor. Usually displayed when dragging something to indicate that "
+"it can be dropped at the current position."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Forbidden cursor. Indicates that the current action is forbidden (for "
+"example, when dragging something) or that the control at a position is "
+"disabled."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
+"user they can resize the window or the panel vertically."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
+"the user they can resize the window or the panel horizontally."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
+"from the bottom left to the top right. It tells the user they can resize the "
+"window or the panel both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
+"from the top left to the bottom right, the opposite of [constant "
+"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
+"both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Move cursor. Indicates that something can be moved."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Vertical split mouse cursor. On Windows, it's the same as [constant "
+"CURSOR_VSIZE]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid ""
+"Horizontal split mouse cursor. On Windows, it's the same as [constant "
+"CURSOR_HSIZE]."
+msgstr ""
+
+#: doc/classes/Input.xml
+msgid "Help cursor. Usually a question mark."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "Generic input event."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "Base class of all sort of input event. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "InputEvent"
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the given input event and this input event can "
+"be added together (only for events of type [InputEventMouseMotion]).\n"
+"The given input event's position, global position and speed will be copied. "
+"The resulting [code]relative[/code] is a sum of both events. Both events' "
+"modifiers have to be identical."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid "Returns a [String] representation of the event."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
+"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event matches a pre-defined action "
+"of any type.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the given action is being pressed (and is not "
+"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
+"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
+"or [InputEventScreenDrag].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events.\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the given action is released (i.e. not "
+"pressed). Not relevant for events of type [InputEventMouseMotion] or "
+"[InputEventScreenDrag].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event's type is one that can be "
+"assigned to an input action."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event is an echo event (only for "
+"events of type [InputEventKey])."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if this input event is pressed. Not relevant for "
+"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
+"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
+"[code]false[/code] even if one of the action's keys is pressed. See "
+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
+"examples[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns [code]true[/code] if the specified [code]event[/code] matches this "
+"event. Only valid for action events i.e key ([InputEventKey]), button "
+"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
+"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"Returns a copy of the given input event which has been offset by "
+"[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for "
+"events of type [InputEventMouseButton], [InputEventMouseMotion], "
+"[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] "
+"and [InputEventPanGesture]."
+msgstr ""
+
+#: doc/classes/InputEvent.xml
+msgid ""
+"The event's device ID.\n"
+"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated "
+"mouse input from a touchscreen. This can be used to distinguish emulated "
+"mouse input from physical mouse input."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid "Input event type for actions."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid ""
+"Contains a generic action which can be targeted from several types of "
+"inputs. Actions can be created from the [b]Input Map[/b] tab in the "
+"[b]Project > Project Settings[/b] menu. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid "InputEvent: Actions"
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid "The action's name. Actions are accessed via this [String]."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid ""
+"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
+"the action's state is released."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml
+msgid ""
+"The action's strength between 0 and 1. This value is considered as equal to "
+"0 if pressed is [code]false[/code]. The event strength allows faking analog "
+"joypad motion events, by specifying how strongly the joypad axis is bent or "
+"pressed."
+msgstr ""
+
+#: doc/classes/InputEventGesture.xml
+msgid "Base class for touch control gestures."
+msgstr ""
+
+#: doc/classes/InputEventGesture.xml
+msgid ""
+"The local gesture position relative to the [Viewport]. If used in [method "
+"Control._gui_input], the position is relative to the current [Control] that "
+"received this gesture."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid "Input event for gamepad buttons."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid ""
+"Input event type for gamepad buttons. For gamepad analog sticks and "
+"joysticks, see [InputEventJoypadMotion]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid "Button identifier. One of the [enum JoystickList] button constants."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid ""
+"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
+"the button's state is released."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml
+msgid ""
+"Represents the pressure the user puts on the button with their finger, if "
+"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid ""
+"Input event type for gamepad joysticks and other motions. For buttons, see "
+"[code]InputEventJoypadButton[/code]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid ""
+"Stores information about joystick motions. One [InputEventJoypadMotion] "
+"represents one axis at a time."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml
+msgid ""
+"Current position of the joystick on the given axis. The value ranges from "
+"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
+"axis is in its resting position."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid "Input event type for keyboard events."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Stores key presses on the keyboard. Supports key presses, key releases and "
+"[member echo] events."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Returns the physical scancode combined with modifier keys such as "
+"[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
+"To get a human-readable representation of the [InputEventKey] with "
+"modifiers, use [code]OS.get_scancode_string(event."
+"get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is "
+"the [InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Returns the scancode combined with modifier keys such as [code]Shift[/code] "
+"or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
+"To get a human-readable representation of the [InputEventKey] with "
+"modifiers, use [code]OS.get_scancode_string(event."
+"get_scancode_with_modifiers())[/code] where [code]event[/code] is the "
+"[InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"If [code]true[/code], the key was already pressed before this event. It "
+"means the user is holding the key down."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"Key physical scancode, which corresponds to one of the [enum KeyList] "
+"constants. Represent the physical location of a key on the 101/102-key US "
+"QWERTY keyboard.\n"
+"To get a human-readable representation of the [InputEventKey], use [code]OS."
+"get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] "
+"is the [InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
+"key's state is released."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"The key scancode, which corresponds to one of the [enum KeyList] constants. "
+"Represent key in the current keyboard layout.\n"
+"To get a human-readable representation of the [InputEventKey], use [code]OS."
+"get_scancode_string(event.scancode)[/code] where [code]event[/code] is the "
+"[InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml
+msgid ""
+"The key Unicode identifier (when relevant). Unicode identifiers for the "
+"composite characters and complex scripts may not be available unless IME "
+"input mode is active. See [method OS.set_ime_active] for more information."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "Input event for MIDI inputs."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"InputEventMIDI allows receiving input events from MIDI devices such as a "
+"piano. MIDI stands for Musical Instrument Digital Interface.\n"
+"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
+"device supports both be sure to check the settings in the device to see "
+"which output it's using.\n"
+"To receive input events from MIDI devices, you need to call [method OS."
+"open_midi_inputs]. You can check which devices are detected using [method OS."
+"get_connected_midi_inputs].\n"
+"Note that Godot does not currently support MIDI output, so there is no way "
+"to emit MIDI signals from Godot. Only MIDI input works."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "MIDI Message Status Byte List"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "Wikipedia General MIDI Instrument List"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid "Wikipedia Piano Key Frequencies List"
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The MIDI channel of this input event. There are 16 channels, so this value "
+"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
+"instruments, the rest of the channels are for non-percussion instruments."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
+"the controller number, otherwise this is zero. Controllers include devices "
+"such as pedals and levers."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
+"the controller value, otherwise this is zero. Controllers include devices "
+"such as pedals and levers."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The instrument of this input event. This value ranges from 0 to 127. Refer "
+"to the instrument list on the General MIDI wikipedia article to see a list "
+"of instruments, except that this value is 0-index, so subtract one from "
+"every number on that chart. A standard piano will have an instrument number "
+"of 0."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"Returns a value indicating the type of message for this MIDI signal. This is "
+"a member of the [enum @GlobalScope.MidiMessageList] enum.\n"
+"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
+"returned as this value, as the other part is the channel (ex: 0x94 becomes "
+"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
+"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they "
+"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, "
+"therefore your code should treat the input as stopped if some period of time "
+"has passed.\n"
+"For more information, see the MIDI message status byte list chart linked "
+"above."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
+"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
+"the piano key frequency chart on Wikipedia for more information."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
+"devices, this value is always zero."
+msgstr ""
+
+#: doc/classes/InputEventMIDI.xml
+msgid ""
+"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
+"piano, this corresponds to how quickly the key was pressed, and is rarely "
+"above about 110 in practice."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid "Base input event type for mouse events."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid "Stores general mouse events information."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid ""
+"The mouse button mask identifier, one of or a bitwise combination of the "
+"[enum ButtonList] button masks."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid ""
+"When received in [method Node._input] or [method Node._unhandled_input], "
+"returns the mouse's position in the root [Viewport] using the coordinate "
+"system of the root [Viewport].\n"
+"When received in [method Control._gui_input], returns the mouse's position "
+"in the [CanvasLayer] that the [Control] is in using the coordinate system of "
+"the [CanvasLayer]."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml
+msgid ""
+"When received in [method Node._input] or [method Node._unhandled_input], "
+"returns the mouse's position in the [Viewport] this [Node] is in using the "
+"coordinate system of this [Viewport].\n"
+"When received in [method Control._gui_input], returns the mouse's position "
+"in the [Control] using the local coordinate system of the [Control]."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid "Input event type for mouse button events."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid "Contains mouse click information. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid ""
+"The mouse button identifier, one of the [enum ButtonList] button or button "
+"wheel constants."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid "If [code]true[/code], the mouse button's state is a double-click."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid ""
+"The amount (or delta) of the event. When used for high-precision scroll "
+"events, this indicates the scroll amount (vertical or horizontal). This is "
+"only supported on some platforms; the reported sensitivity varies depending "
+"on the platform. May be [code]0[/code] if not supported."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml
+msgid ""
+"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
+"code], the mouse button's state is released."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid "Input event type for mouse motion events."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Contains mouse and pen motion information. Supports relative, absolute "
+"positions and speed. See [method Node._input].\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
+"implementing [url=https://en.wikipedia.org/wiki/"
+"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
+"avoid visible gaps in lines if the user is moving the mouse quickly."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid "Mouse and input coordinates"
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
+"code] to [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"The mouse position relative to the previous position (position at the last "
+"frame).\n"
+"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
+"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
+"code] when the user stops moving the mouse."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid "The mouse speed in pixels per second."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Represents the angles of tilt of the pen. Positive X-coordinate value "
+"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
+"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
+"axes."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid ""
+"Input event type for screen drag events. Only available on mobile devices."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "Contains screen drag information. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "The drag event index in the case of a multi-drag event."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "The drag position."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid ""
+"The drag position relative to the previous position (position at the last "
+"frame)."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml
+msgid "The drag speed."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"Input event type for screen touch events.\n"
+"(only available on mobile devices)"
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"Stores multi-touch press/release information. Supports touch press, touch "
+"release and [member index] for multi-touch count and order."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"The touch index in the case of a multi-touch event. One index = one finger."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid "The touch position."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml
+msgid ""
+"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
+"the touch's state is released."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "Base class for keys events with modifiers."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid ""
+"Contains keys events information with modifiers support like [code]Shift[/"
+"code] or [code]Alt[/code]. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Alt[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Command[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Ctrl[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Meta[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml
+msgid "State of the [code]Shift[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Singleton that manages [InputEventAction]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Manages all [InputEventAction] which can be created/modified from the "
+"project settings menu [b]Project > Project Settings > Input Map[/b] or in "
+"code with [method add_action] and [method action_add_event]. See [method "
+"Node._input]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Removes an [InputEvent] from an action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Removes all events from an action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Returns a deadzone value for the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns [code]true[/code] if the action has the given [InputEvent] "
+"associated with it."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Sets a deadzone value for the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Adds an empty action to the [InputMap] with a configurable [code]deadzone[/"
+"code].\n"
+"An [InputEvent] can then be added to this action with [method "
+"action_add_event]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Removes an action from the [InputMap]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns [code]true[/code] if the given event is part of an existing action. "
+"This method ignores keyboard modifiers if the given [InputEvent] is not "
+"pressed (for proper release detection). See [method action_has_event] if you "
+"don't want this behavior.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
+"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
+"the direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns an array of [InputEvent]s associated with a given action.\n"
+"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
+"this method will return events for the editor action. If you want to access "
+"your project's input binds from the editor, read the [code]input/*[/code] "
+"settings from [ProjectSettings]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid "Returns an array of all actions in the [InputMap]."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Returns [code]true[/code] if the [InputMap] has a registered action with the "
+"given name."
+msgstr ""
+
+#: doc/classes/InputMap.xml
+msgid ""
+"Clears all [InputEventAction] in the [InputMap] and load it anew from "
+"[ProjectSettings]."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid "Placeholder for the root [Node] of a [PackedScene]."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Turning on the option [b]Load As Placeholder[/b] for an instanced scene in "
+"the editor causes it to be replaced by an InstancePlaceholder when running "
+"the game. This makes it possible to delay actually loading the scene until "
+"calling [method replace_by_instance]. This is useful to avoid loading large "
+"scenes all at once by loading parts of it selectively.\n"
+"The InstancePlaceholder does not have a transform. This causes any child "
+"nodes to be positioned relatively to the Viewport from point (0,0), rather "
+"than their parent as displayed in the editor. Replacing the placeholder with "
+"a scene with a transform will transform children relatively to their parent "
+"again."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Gets the path to the [PackedScene] resource file that is loaded by default "
+"when calling [method replace_by_instance]. Not thread-safe. Use [method "
+"Object.call_deferred] if calling from a thread."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
+"Replaces this placeholder by the scene handed as an argument, or the "
+"original scene if no argument is given. As for all resources, the scene is "
+"loaded only if it's not loaded already. By manually loading the scene "
+"beforehand, delays caused by this function can be avoided."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid "Integer built-in type."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Signed 64-bit integer type.\n"
+"It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. "
+"[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those "
+"bounds will wrap around.\n"
+"[int] is a [Variant] type, and will thus be used when assigning an integer "
+"value to a [Variant]. It can also be enforced with the [code]: int[/code] "
+"type hint.\n"
+"[codeblock]\n"
+"var my_variant = 0 # int, value 0.\n"
+"my_variant += 4.2 # float, value 4.2.\n"
+"var my_int: int = 1 # int, value 1.\n"
+"my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n"
+"my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with "
+"int.\n"
+"\n"
+"var max_int = 9223372036854775807\n"
+"print(max_int) # 9223372036854775807, OK.\n"
+"max_int += 1\n"
+"print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
+"equals to 1 and [code]int(false)[/code] will be equals to 0."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Cast a float value to an integer value, this method simply removes the "
+"number fractions (i.e. rounds [code]from[/code] towards zero), so for "
+"example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] "
+"will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This "
+"operation is also called truncation."
+msgstr ""
+
+#: doc/classes/int.xml
+msgid ""
+"Cast a [String] value to an integer value, this method is an integer parser "
+"from a string, so calling this method with an invalid integer string will "
+"return 0, a valid string will be something like [code]'1.7'[/code]. This "
+"method will ignore all non-number characters, so calling [code]int('1e3')[/"
+"code] will return 13."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid "[i]Deprecated.[/i] Camera which moves toward another node."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a "
+"[Camera] which smoothly moves to match a target node's position and "
+"rotation.\n"
+"If it is not [member enabled] or does not have a valid target set, "
+"InterpolatedCamera acts like a normal Camera."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid "Sets the node to move toward and orient with."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"If [code]true[/code], and a target is set, the camera will move "
+"automatically."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"How quickly the camera moves toward its target. Higher values will result in "
+"tighter camera motion."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml
+msgid "The target's [NodePath]."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid "Creates an idle interval in a [SceneTreeTween] animation."
+msgstr ""
+
+#: doc/classes/IntervalTweener.xml
+msgid ""
+"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
+"SceneTreeTween.tween_interval] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
+"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Internet protocol (IP) support functions such as DNS resolution."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"IP contains support functions for the Internet Protocol (IP). TCP/IP support "
+"is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides "
+"DNS hostname resolution support, both blocking and threaded."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Removes all of a [code]hostname[/code]'s cached references. If no "
+"[code]hostname[/code] is given, all cached IP addresses are removed."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Removes a given item [code]id[/code] from the queue. This should be used to "
+"free a queue after it has completed to enable more queries to happen."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns all network adapters as an array.\n"
+"Each adapter is a dictionary of the form:\n"
+"[codeblock]\n"
+"{\n"
+" \"index\": \"1\", # Interface index.\n"
+" \"name\": \"eth0\", # Interface name.\n"
+" \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
+" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses "
+"associated to this interface.\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns a queued hostname's IP address, given its queue [code]id[/code]. "
+"Returns an empty string on error or if resolution hasn't happened yet (see "
+"[method get_resolve_item_status])."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Return resolved addresses, or an empty array if an error happened or "
+"resolution didn't happen yet (see [method get_resolve_item_status])."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns a queued hostname's status as a [enum ResolverStatus] constant, "
+"given its queue [code]id[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type "
+"method). The address type returned depends on the [enum Type] constant given "
+"as [code]ip_type[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Resolves a given hostname in a blocking way. Addresses are returned as an "
+"[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Creates a queue item to resolve a hostname to an IPv4 or IPv6 address "
+"depending on the [enum Type] constant given as [code]ip_type[/code]. Returns "
+"the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: No status."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: Waiting."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: Done."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "DNS hostname resolver status: Error."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Maximum number of concurrent DNS resolver queries allowed, [constant "
+"RESOLVER_INVALID_ID] is returned if exceeded."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid ""
+"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: None."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: Internet protocol version 4 (IPv4)."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: Internet protocol version 6 (IPv6)."
+msgstr ""
+
+#: doc/classes/IP.xml
+msgid "Address type: Any."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Control that provides a list of selectable items (and/or icons) in a single "
+"column, or optionally in multiple columns."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"This control provides a selectable list of items that may be in a single (or "
+"multiple columns) with option of text, icons, or both text and icon. "
+"Tooltips are supported and may be different for every item in the list.\n"
+"Selectable items in the list may be selected or deselected and multiple "
+"selection may be enabled. Selection with right mouse button may also be "
+"enabled to allow use of popup context menus. Items may also be \"activated\" "
+"by double-clicking them or by pressing Enter.\n"
+"Item text only supports single-line strings, newline characters (e.g. "
+"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
+"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
+"fully fit its content by default. You need to set [member "
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Adds an item to the item list with no text, only an icon."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Adds an item to the item list with specified text. Specify an [code]icon[/"
+"code], or use [code]null[/code] as the [code]icon[/code] for a list item "
+"with no icon.\n"
+"If selectable is [code]true[/code], the list item will be selectable."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Removes all items from the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Ensure current selection is visible, adjusting the scroll position as "
+"necessary."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the item index at the given [code]position[/code].\n"
+"When there is no item at that point, -1 will be returned if [code]exact[/"
+"code] is [code]true[/code], and the closest item index will be returned "
+"otherwise."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the number of items currently in the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the custom background color of the item specified by [code]idx[/"
+"code] index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the custom foreground color of the item specified by [code]idx[/"
+"code] index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the icon associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns a [Color] modulating item's icon at the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns the region of item's icon used. The whole icon will be used if the "
+"region has no area."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the metadata value of the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the text associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns the tooltip hint associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns an array with the indexes of the selected items."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml
+msgid ""
+"Returns the vertical scrollbar.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Returns [code]true[/code] if one or more items are selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is disabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. "
+"the X and Y axes are swapped."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is selectable."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the tooltip is enabled for specified item index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is currently "
+"selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Removes the item specified by [code]idx[/code] index from the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Select the item at the specified index.\n"
+"[b]Note:[/b] This method does not trigger the item selection signal."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets the background color of the item specified by [code]idx[/code] index to "
+"the specified [Color]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets the foreground color of the item specified by [code]idx[/code] index to "
+"the specified [Color]."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Disables (or enables) the item at the specified index.\n"
+"Disabled items cannot be selected and do not trigger activation signals "
+"(when double-clicking or pressing Enter)."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets (or replaces) the icon's [Texture] associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets a modulating [Color] of the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets the region of item's icon used. The whole icon will be used if the "
+"region has no area."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets whether the item icon will be drawn transposed."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Sets a value (of any type) to be stored with the item associated with the "
+"specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Allows or disallows selection of the item associated with the specified "
+"index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets text of the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets the tooltip hint for the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sets whether the tooltip hint is enabled for specified item index."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Sorts items in the list by their text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Ensures the item associated with the specified index is not selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Ensures there are no items selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"If [code]true[/code], the currently selected item can be selected again."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "If [code]true[/code], right mouse button click can select items."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"If [code]true[/code], the control will automatically resize the height to "
+"fit its content."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The width all columns will be adjusted to.\n"
+"A value of zero disables the adjustment, each item will have a width equal "
+"to the width of its content and the columns will have an uneven width."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The size all icons will be adjusted to.\n"
+"If either X or Y component is not greater than zero, icon size won't be "
+"affected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The icon position, whether above or to the left of the text. See the [enum "
+"IconMode] constants."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"The scale of icon applied after [member fixed_icon_size] and transposing "
+"takes effect."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Maximum columns the list will have.\n"
+"If greater than zero, the content will be split among the specified "
+"columns.\n"
+"A value of zero means unlimited columns, i.e. all items will be put in the "
+"same row."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Maximum lines of text allowed in each item. Space will be reserved even when "
+"there is not enough lines of text to display.\n"
+"[b]Note:[/b] This property takes effect only when [member icon_mode] is "
+"[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
+"should be greater than zero."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Whether all columns will have the same width.\n"
+"If [code]true[/code], the width is equal to the largest column width of all "
+"columns."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Allows single or multiple item selection. See the [enum SelectMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when specified list item is activated via double-clicking or by "
+"pressing Enter."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when specified list item has been selected via right mouse "
+"clicking.\n"
+"The click position is also provided to allow appropriate popup of context "
+"menus at the correct location.\n"
+"[member allow_rmb_select] must be enabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when specified item has been selected.\n"
+"[member allow_reselect] must be enabled to reselect an item."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when a multiple selection is altered on a list allowing multiple "
+"selection."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when a left mouse click is issued within the rect of the list but "
+"on empty space."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Triggered when a right mouse click is issued within the rect of the list but "
+"on empty space.\n"
+"[member allow_rmb_select] must be enabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Icon is drawn above the text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Icon is drawn to the left of the text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Only allow selecting a single item."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "Allows selecting multiple items by holding Ctrl or Shift."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/Tree.xml
+msgid "Default text [Color] of the item."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/Tree.xml
+msgid "Text [Color] used when the item is selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[Color] of the guideline. The guideline is a line drawn between each row of "
+"items."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The horizontal spacing between items."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The spacing between item's icon and text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The vertical spacing between each line of text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "The vertical spacing between items."
+msgstr ""
+
+#: doc/classes/ItemList.xml doc/classes/Tree.xml
+msgid "[Font] of the item's text."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"Default [StyleBox] for the [ItemList], i.e. used when the control is not "
+"being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "[StyleBox] used when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [ItemList] is not being "
+"focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Singleton that connects the engine with the browser's JavaScript context in "
+"HTML5 export."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"The JavaScript singleton is implemented only in the HTML5 export. It's used "
+"to access the browser's JavaScript context. This allows interaction with "
+"embedding pages or calling third-party JavaScript APIs.\n"
+"[b]Note:[/b] This singleton can be disabled at build-time to improve "
+"security. By default, the JavaScript singleton is enabled. Official export "
+"templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/"
+"development/compiling/compiling_for_web.html]Compiling for the Web[/url] in "
+"the documentation for more information."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Creates a reference to a script function that can be used as a callback by "
+"JavaScript. The reference must be kept until the callback happens, or it "
+"won't be called at all. See [JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Creates a new JavaScript object using the [code]new[/code] constructor. The "
+"[code]object[/code] must a valid property of the JavaScript [code]window[/"
+"code]. See [JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Prompts the user to download a file containing the specified [code]buffer[/"
+"code]. The file will have the given [code]name[/code] and [code]mime[/code] "
+"type.\n"
+"[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/"
+"Media_type]MIME type[/url] provided based on the file [code]name[/code]'s "
+"extension.\n"
+"[b]Note:[/b] Browsers might block the download if [method download_buffer] "
+"is not being called from a user interaction (e.g. button click).\n"
+"[b]Note:[/b] Browsers might ask the user for permission or block the "
+"download if multiple download requests are made in a quick succession."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Execute the string [code]code[/code] as JavaScript code within the browser "
+"window. This is a call to the actual global JavaScript function [code]eval()"
+"[/code].\n"
+"If [code]use_global_execution_context[/code] is [code]true[/code], the code "
+"will be evaluated in the global execution context. Otherwise, it is "
+"evaluated in the execution context of a function within the engine's runtime "
+"environment."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Returns an interface to a JavaScript object that can be used by scripts. The "
+"[code]interface[/code] must be a valid property of the JavaScript "
+"[code]window[/code]. The callback must accept a single [Array] argument, "
+"which will contain the JavaScript [code]arguments[/code]. See "
+"[JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Returns [code]true[/code] if a new version of the progressive web app is "
+"waiting to be activated.\n"
+"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Performs the live update of the progressive web app. Forcing the new version "
+"to be installed and the page to be reloaded.\n"
+"[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
+"[b]Note:[/b] Only relevant when exported as a Progressive Web App and "
+"[method pwa_needs_update] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/JavaScript.xml
+msgid ""
+"Emitted when an update for this progressive web app has been detected but is "
+"waiting to be activated because a previous version is active. See [method "
+"pwa_update] to force the update to take place immediately."
+msgstr ""
+
+#: doc/classes/JavaScriptObject.xml
+msgid "A wrapper class for native JavaScript objects."
+msgstr ""
+
+#: doc/classes/JavaScriptObject.xml
+msgid ""
+"JavaScriptObject is used to interact with JavaScript objects retrieved or "
+"created via [method JavaScript.get_interface], [method JavaScript."
+"create_object], or [method JavaScript.create_callback].\n"
+"Example:\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # "
+"This reference must be kept\n"
+"var console = JavaScript.get_interface(\"console\")\n"
+"\n"
+"func _init():\n"
+" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new "
+"ArrayBuffer(10)\n"
+" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
+" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new "
+"Uint8Array(buf)\n"
+" uint8arr[1] = 255\n"
+" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
+" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
+"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
+"\n"
+" # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
+" JavaScript.get_interface(\"Array\").from(uint8arr)."
+"forEach(_my_js_callback)\n"
+"\n"
+"func myCallback(args):\n"
+" # Will be called with the parameters passed to the \"forEach\" callback\n"
+" # [0, 0, [JavaScriptObject:1173]]\n"
+" # [255, 1, [JavaScriptObject:1173]]\n"
+" # ...\n"
+" # [0, 9, [JavaScriptObject:1180]]\n"
+" print(args)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Only available in the HTML5 platform."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml
+msgid ""
+"Singleton that connects the engine with Android plugins to interface with "
+"native Android code."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml
+msgid ""
+"The JNISingleton is implemented only in the Android export. It's used to "
+"call methods and connect signals from an Android plugin written in Java or "
+"Kotlin. Methods and signals can be called and connected to the JNISingleton "
+"as if it is a Node. See [url=https://en.wikipedia.org/wiki/"
+"Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more "
+"information."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml
+msgid "Creating Android plugins"
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid "Base class for all 3D joints."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid ""
+"Joints are used to bind together two physics bodies. They have a solver "
+"priority and can define if the bodies of the two attached nodes should be "
+"able to collide with each other."
+msgstr ""
+
+#: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml
+#: doc/classes/VehicleWheel.xml
+msgid "3D Truck Town Demo"
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid ""
+"If [code]true[/code], the two bodies of the nodes are not able to collide "
+"with each other."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid "The node attached to the first side (A) of the joint."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid "The node attached to the second side (B) of the joint."
+msgstr ""
+
+#: doc/classes/Joint.xml
+msgid ""
+"The priority used to define which solver is executed first for multiple "
+"joints. The lower the value, the higher the priority."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid "Base node for all joint constraints in 2D physics."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"Base node for all joint constraints in 2D physics. Joints take 2 bodies and "
+"apply a custom constraint."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"When [member node_a] and [member node_b] move in different directions the "
+"[code]bias[/code] controls how fast the joint pulls them back to their "
+"original position. The lower the [code]bias[/code] the more the two bodies "
+"can pull on the joint."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"If [code]true[/code], [member node_a] and [member node_b] can not collide."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
+msgstr ""
+
+#: doc/classes/Joint2D.xml
+msgid ""
+"The second body attached to the joint. Must derive from [PhysicsBody2D]."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid "Helper class for parsing JSON data."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid ""
+"Helper class for parsing JSON data. For usage example and other important "
+"hints, see [JSONParseResult]."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid ""
+"Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
+"result."
+msgstr ""
+
+#: doc/classes/JSON.xml
+msgid ""
+"Converts a [Variant] var to JSON text and returns the result. Useful for "
+"serializing data to store or send over the network.\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
+"will convert all numerical values to [float] types.\n"
+"The [code]indent[/code] parameter controls if and how something is indented, "
+"the string used for this parameter will be used where there should be an "
+"indent in the output, even spaces like [code]\" \"[/code] will work. "
+"[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or "
+"to make a newline for each indent respectively.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+"## JSON.print(my_dictionary)\n"
+"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
+"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
+"\"value_1\"}]}\n"
+"\n"
+"## JSON.print(my_dictionary, \"\\t\")\n"
+"{\n"
+" \"name\": \"my_dictionary\",\n"
+" \"version\": \"1.0.0\",\n"
+" \"entities\": [\n"
+" {\n"
+" \"name\": \"entity_0\",\n"
+" \"value\": \"value_0\"\n"
+" },\n"
+" {\n"
+" \"name\": \"entity_1\",\n"
+" \"value\": \"value_1\"\n"
+" }\n"
+" ]\n"
+"}\n"
+"\n"
+"## JSON.print(my_dictionary, \"...\")\n"
+"{\n"
+"...\"name\": \"my_dictionary\",\n"
+"...\"version\": \"1.0.0\",\n"
+"...\"entities\": [\n"
+"......{\n"
+".........\"name\": \"entity_0\",\n"
+".........\"value\": \"value_0\"\n"
+"......},\n"
+"......{\n"
+".........\"name\": \"entity_1\",\n"
+".........\"value\": \"value_1\"\n"
+"......}\n"
+"...]\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid "Data class wrapper for decoded JSON."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON "
+"or error information if the JSON source wasn't successfully parsed. You can "
+"check if the JSON source was successfully parsed with [code]if json_result."
+"error == OK[/code]."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"The error type if the JSON source was not successfully parsed. See the [enum "
+"Error] constants."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"The line number where the error occurred if the JSON source was not "
+"successfully parsed."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"The error message if the JSON source was not successfully parsed. See the "
+"[enum Error] constants."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml
+msgid ""
+"A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the "
+"[code]is[/code] keyword to check if it is what you expect. For example, if "
+"the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] "
+"will be returned. If the JSON source starts with brackets ([code][][/code]), "
+"an [Array] will be returned.\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
+"all numerical values to [float] types.\n"
+"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
+"thus, you should not rely on keys being in a certain order if a dictionary "
+"is constructed from JSON. In contrast, JSON arrays retain the order of their "
+"elements:\n"
+"[codeblock]\n"
+"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
+"if typeof(p.result) == TYPE_ARRAY:\n"
+" print(p.result[0]) # Prints \"hello\"\n"
+"else:\n"
+" push_error(\"Unexpected results.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid "A helper to handle dictionaries which look like JSONRPC documents."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
+"method call in a [JSON] object. The object has a particular structure and "
+"identifies which method is called, the parameters to that function, and "
+"carries an ID to keep track of responses. This class implements that "
+"standard on top of [Dictionary]; you will have to convert between a "
+"[Dictionary] and [JSON] with other functions."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Returns a dictionary in the form of a JSON-RPC notification. Notifications "
+"are one-shot messages which do not expect a response.\n"
+"- [code]method[/code]: Name of the method being called.\n"
+"- [code]params[/code]: An array or dictionary of parameters being passed to "
+"the method."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Returns a dictionary in the form of a JSON-RPC request. Requests are sent to "
+"a server with the expectation of a response. The ID field is used for the "
+"server to specify which exact request it is responding to.\n"
+"- [code]method[/code]: Name of the method being called.\n"
+"- [code]params[/code]: An array or dictionary of parameters being passed to "
+"the method.\n"
+"- [code]id[/code]: Uniquely identifies this request. The server is expected "
+"to send a response with the same ID."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"When a server has received and processed a request, it is expected to send a "
+"response. If you did not want a response then you need to have sent a "
+"Notification instead.\n"
+"- [code]result[/code]: The return value of the function which was called.\n"
+"- [code]id[/code]: The ID of the request this response is targeted to."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Creates a response which indicates a previous reply has failed in some way.\n"
+"- [code]code[/code]: The error code corresponding to what kind of error this "
+"is. See the [enum ErrorCode] constants.\n"
+"- [code]message[/code]: A custom message about this error.\n"
+"- [code]id[/code]: The request this error is a response to."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"Given a Dictionary which takes the form of a JSON-RPC request: unpack the "
+"request and run it. Methods are resolved by looking at the field called "
+"\"method\" and looking for an equivalently named function in the JSONRPC "
+"object. If one is found that method is called.\n"
+"To add new supported methods extend the JSONRPC class and call [method "
+"process_action] on your subclass.\n"
+"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
+"JSON-RPC request or notification."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml
+msgid ""
+"A method call was requested but no function of that name existed in the "
+"JSONRPC subclass."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Kinematic body 3D node."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Kinematic bodies are special types of bodies that are meant to be user-"
+"controlled. They are not affected by physics at all; to other types of "
+"bodies, such as a character or a rigid body, these are the same as a static "
+"body. However, they have two main uses:\n"
+"[b]Simulated motion:[/b] When these bodies are moved manually, either from "
+"code or from an [AnimationPlayer] (with [member AnimationPlayer."
+"playback_process_mode] set to \"physics\"), the physics will automatically "
+"compute an estimate of their linear and angular velocity. This makes them "
+"very useful for moving platforms or other AnimationPlayer-controlled objects "
+"(like a door, a bridge that opens, etc).\n"
+"[b]Kinematic characters:[/b] KinematicBody also has an API for moving "
+"objects (the [method move_and_collide] and [method move_and_slide] methods) "
+"while performing collision tests. This makes them really useful to implement "
+"characters that collide against a world, but don't require advanced physics."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Kinematic character (2D)"
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
+"also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns the floor's collision angle at the last collision point according to "
+"[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This "
+"value is always positive and only valid after calling [method "
+"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the surface normal of the floor at the last collision point. Only "
+"valid after calling [method move_and_slide] or [method "
+"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the linear velocity of the floor at the last collision point. Only "
+"valid after calling [method move_and_slide] or [method "
+"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns a [KinematicCollision], which contains information about the latest "
+"collision that occurred during the last call to [method move_and_slide]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Returns a [KinematicCollision], which contains information about a collision "
+"that occurred during the last call to [method move_and_slide] or [method "
+"move_and_slide_with_snap]. Since the body can collide several times in a "
+"single call to [method move_and_slide], you must specify the index of the "
+"collision in the range 0 to ([method get_slide_count] - 1)."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the number of times the body collided and changed direction during "
+"the last call to [method move_and_slide] or [method "
+"move_and_slide_with_snap]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns [code]true[/code] if the body collided with the ceiling on the last "
+"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
+"Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns [code]true[/code] if the body collided with the floor on the last "
+"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
+"Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns [code]true[/code] if the body collided with a wall on the last call "
+"of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, "
+"returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
+"it collides. Returns a [KinematicCollision], which contains information "
+"about the collision when stopped, or when touching another body along the "
+"motion.\n"
+"If [code]test_only[/code] is [code]true[/code], the body does not move but "
+"the would-be collision information is given."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Moves the body along a vector. If the body collides with another, it will "
+"slide along the other body rather than stop immediately. If the other body "
+"is a [KinematicBody] or [RigidBody], it will also be affected by the motion "
+"of the other body. You can use this to make moving and rotating platforms, "
+"or to make nodes push other nodes.\n"
+"This method should be used in [method Node._physics_process] (or in a method "
+"called by [method Node._physics_process]), as it uses the physics step's "
+"[code]delta[/code] value automatically in calculations. Otherwise, the "
+"simulation will run at an incorrect speed.\n"
+"[code]linear_velocity[/code] is the velocity vector (typically meters per "
+"second). Unlike in [method move_and_collide], you should [i]not[/i] multiply "
+"it by [code]delta[/code] — the physics engine handles applying the "
+"velocity.\n"
+"[code]up_direction[/code] is the up direction, used to determine what is a "
+"wall and what is a floor or a ceiling. If set to the default value of "
+"[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n"
+"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
+"slopes when you include gravity in [code]linear_velocity[/code] and the body "
+"is standing still.\n"
+"If the body collides, it will change direction a maximum of "
+"[code]max_slides[/code] times before it stops.\n"
+"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
+"is still considered a floor (or a ceiling), rather than a wall. The default "
+"value equals 45 degrees.\n"
+"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
+"push [RigidBody] nodes, but it won't also detect any collisions with them. "
+"If [code]false[/code], it will interact with [RigidBody] nodes like with "
+"[StaticBody].\n"
+"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
+"slide collision occurred. To get detailed information about collisions that "
+"occurred, use [method get_slide_collision].\n"
+"When the body touches a moving platform, the platform's velocity is "
+"automatically added to the body motion. If a collision occurs due to the "
+"platform's motion, it will always be first in the slide collisions."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Moves the body while keeping it attached to slopes. Similar to [method "
+"move_and_slide].\n"
+"As long as the [code]snap[/code] vector is in contact with the ground, the "
+"body will remain attached to the surface. This means you must disable snap "
+"in order to jump, for example. You can do this by setting [code]snap[/code] "
+"to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Locks or unlocks the specified [code]axis[/code] depending on the value of "
+"[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and "
+"[member move_lock_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Checks for collisions without moving the body. Virtually sets the node's "
+"position, scale and rotation to that of the given [Transform], then tries to "
+"move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
+"code] if a collision would stop the body from moving along the whole path.\n"
+"Use [method move_and_collide] instead for detecting collision with touching "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Lock the body's X axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Lock the body's Y axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid "Lock the body's Z axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Extra margin used for collision recovery in motion functions (see [method "
+"move_and_collide], [method move_and_slide], [method "
+"move_and_slide_with_snap]).\n"
+"If the body is at least this close to another body, it will consider them to "
+"be colliding and will be pushed away before performing the actual motion.\n"
+"A higher value means it's more flexible for detecting collision, which helps "
+"with consistently detecting walls and floors.\n"
+"A lower value forces the collision algorithm to use more exact detection, so "
+"it can be used in cases that specifically require precision, e.g at very low "
+"scale to avoid visible jittering, or for stability with a stack of kinematic "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"If [code]true[/code], the body's movement will be synchronized to the "
+"physics frame. This is useful when animating movement via [AnimationPlayer], "
+"for example on moving platforms. Do [b]not[/b] use together with [method "
+"move_and_slide] or [method move_and_collide] functions."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Lock the body's X axis movement. Deprecated alias for [member "
+"axis_lock_motion_x]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Lock the body's Y axis movement. Deprecated alias for [member "
+"axis_lock_motion_y]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml
+msgid ""
+"Lock the body's Z axis movement. Deprecated alias for [member "
+"axis_lock_motion_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Sets the behavior to apply when you leave a moving platform. By default, to "
+"be physically accurate, when you leave the last platform velocity is "
+"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for "
+"available behavior."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Add the last platform velocity when you leave a moving platform."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid ""
+"Add the last platform velocity when you leave a moving platform, but any "
+"downward motion is ignored. It's useful to keep full jump height even when "
+"the platform is moving down."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
+msgid "Do nothing when leaving a platform."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid "Kinematic body 2D node."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Kinematic bodies are special types of bodies that are meant to be user-"
+"controlled. They are not affected by physics at all; to other types of "
+"bodies, such as a character or a rigid body, these are the same as a static "
+"body. However, they have two main uses:\n"
+"[b]Simulated motion:[/b] When these bodies are moved manually, either from "
+"code or from an [AnimationPlayer] (with [member AnimationPlayer."
+"playback_process_mode] set to \"physics\"), the physics will automatically "
+"compute an estimate of their linear and angular velocity. This makes them "
+"very useful for moving platforms or other AnimationPlayer-controlled objects "
+"(like a door, a bridge that opens, etc).\n"
+"[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving "
+"objects (the [method move_and_collide] and [method move_and_slide] methods) "
+"while performing collision tests. This makes them really useful to implement "
+"characters that collide against a world, but don't require advanced physics."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid "Using KinematicBody2D"
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns the floor's collision angle at the last collision point according to "
+"[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This "
+"value is always positive and only valid after calling [method "
+"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns a [KinematicCollision2D], which contains information about the "
+"latest collision that occurred during the last call to [method "
+"move_and_slide]."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Returns a [KinematicCollision2D], which contains information about a "
+"collision that occurred during the last call to [method move_and_slide] or "
+"[method move_and_slide_with_snap]. Since the body can collide several times "
+"in a single call to [method move_and_slide], you must specify the index of "
+"the collision in the range 0 to ([method get_slide_count] - 1).\n"
+"[b]Example usage:[/b]\n"
+"[codeblock]\n"
+"for i in get_slide_count():\n"
+" var collision = get_slide_collision(i)\n"
+" print(\"Collided with: \", collision.collider.name)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
+"it collides. Returns a [KinematicCollision2D], which contains information "
+"about the collision when stopped, or when touching another body along the "
+"motion.\n"
+"If [code]test_only[/code] is [code]true[/code], the body does not move but "
+"the would-be collision information is given."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Moves the body along a vector. If the body collides with another, it will "
+"slide along the other body rather than stop immediately. If the other body "
+"is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the "
+"motion of the other body. You can use this to make moving and rotating "
+"platforms, or to make nodes push other nodes.\n"
+"This method should be used in [method Node._physics_process] (or in a method "
+"called by [method Node._physics_process]), as it uses the physics step's "
+"[code]delta[/code] value automatically in calculations. Otherwise, the "
+"simulation will run at an incorrect speed.\n"
+"[code]linear_velocity[/code] is the velocity vector in pixels per second. "
+"Unlike in [method move_and_collide], you should [i]not[/i] multiply it by "
+"[code]delta[/code] — the physics engine handles applying the velocity.\n"
+"[code]up_direction[/code] is the up direction, used to determine what is a "
+"wall and what is a floor or a ceiling. If set to the default value of "
+"[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful "
+"for topdown games.\n"
+"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
+"slopes when you include gravity in [code]linear_velocity[/code] and the body "
+"is standing still.\n"
+"If the body collides, it will change direction a maximum of "
+"[code]max_slides[/code] times before it stops.\n"
+"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
+"is still considered a floor (or a ceiling), rather than a wall. The default "
+"value equals 45 degrees.\n"
+"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
+"push [RigidBody2D] nodes, but it won't also detect any collisions with them. "
+"If [code]false[/code], it will interact with [RigidBody2D] nodes like with "
+"[StaticBody2D].\n"
+"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
+"slide collision occurred. To get detailed information about collisions that "
+"occurred, use [method get_slide_collision].\n"
+"When the body touches a moving platform, the platform's velocity is "
+"automatically added to the body motion. If a collision occurs due to the "
+"platform's motion, it will always be first in the slide collisions."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Moves the body while keeping it attached to slopes. Similar to [method "
+"move_and_slide].\n"
+"As long as the [code]snap[/code] vector is in contact with the ground, the "
+"body will remain attached to the surface. This means you must disable snap "
+"in order to jump, for example. You can do this by setting [code]snap[/code] "
+"to [code](0, 0)[/code] or by using [method move_and_slide] instead."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml
+msgid ""
+"Checks for collisions without moving the body. Virtually sets the node's "
+"position, scale and rotation to that of the given [Transform2D], then tries "
+"to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
+"code] if a collision would stop the body from moving along the whole path.\n"
+"Use [method move_and_collide] instead for detecting collision with touching "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid "Collision data for [KinematicBody] collisions."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid ""
+"Contains collision data for [KinematicBody] collisions. When a "
+"[KinematicBody] is moved using [method KinematicBody.move_and_collide], it "
+"stops if it detects a collision with another body. If a collision is "
+"detected, a KinematicCollision object is returned.\n"
+"This object contains information about the collision, including the "
+"colliding object, the remaining motion, and the collision position. This "
+"information can be used to calculate a collision response."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid ""
+"The collision angle according to [code]up_direction[/code], which is "
+"[code]Vector3.UP[/code] by default. This value is always positive."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid ""
+"The colliding body's unique instance ID. See [method Object.get_instance_id]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's metadata. See [Object]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid "The colliding body's [RID] used by the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's shape."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml
+msgid "The colliding shape's index. See [CollisionObject]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding object's velocity."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The moving object's colliding shape."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's shape's normal at the point of collision."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The point of collision, in global coordinates."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The moving object's remaining movement vector."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
+msgid "The distance the moving object traveled before collision."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid "Collision data for [KinematicBody2D] collisions."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid ""
+"Contains collision data for [KinematicBody2D] collisions. When a "
+"[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], "
+"it stops if it detects a collision with another body. If a collision is "
+"detected, a KinematicCollision2D object is returned.\n"
+"This object contains information about the collision, including the "
+"colliding object, the remaining motion, and the collision position. This "
+"information can be used to calculate a collision response."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid ""
+"The collision angle according to [code]up_direction[/code], which is "
+"[code]Vector2.UP[/code] by default. This value is always positive."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid "The colliding body's [RID] used by the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml
+msgid "The colliding shape's index. See [CollisionObject2D]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Displays plain text in a line or wrapped inside a rectangle. For formatted "
+"text, use [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Label displays plain text on the screen. It gives you control over the "
+"horizontal and vertical alignment and can wrap the text inside the node's "
+"bounding rectangle. It doesn't support bold, italics, or other formatting. "
+"For that, use [RichTextLabel] instead.\n"
+"[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control."
+"mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it "
+"doesn't react to mouse input events). This implies that a label won't "
+"display any configured [member Control.hint_tooltip], unless you change its "
+"mouse filter.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Returns the amount of lines of text the Label has."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Returns the font size in pixels."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Returns the total number of printable characters in the text (excluding "
+"spaces and newlines)."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Returns the number of lines shown. Useful if the [Label]'s height cannot "
+"currently display all lines."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Controls the text's horizontal align. Supports left, center, right, and "
+"fill, or justify. Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"If [code]true[/code], wraps the text inside the node's bounding rectangle. "
+"If you resize the node, it will change its height automatically to show all "
+"the text."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"If [code]true[/code], the Label only shows the text that fits inside its "
+"bounding rectangle and will clip text horizontally."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"The node ignores the first [code]lines_skipped[/code] lines before it starts "
+"to display text."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Limits the lines of text the node shows on screen."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Limits the amount of visible characters. If you set [code]percent_visible[/"
+"code] to 0.5, only up to half of the text's characters will display on "
+"screen. Useful to animate the text in a dialog box."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "The text to display on screen."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "If [code]true[/code], all the text displays as UPPERCASE."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Controls the text's vertical align. Supports top, center, bottom, and fill. "
+"Set it to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Restricts the number of characters to display. Set to -1 to disable."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "Align rows to the left (default)."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "Align rows centered."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
+msgid "Align rows to the right."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Expand row whitespaces to fit the width."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text to the top."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text to the center."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text to the bottom."
+msgstr ""
+
+#: doc/classes/Label.xml doc/classes/Label3D.xml
+msgid "Align the whole text by spreading the rows."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Default text [Color] of the [Label]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "[Color] of the text's shadow effect."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Vertical space between lines in multiline [Label]."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid ""
+"Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed "
+"around the whole text as an outline."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "The horizontal offset of the text's shadow."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "The vertical offset of the text's shadow."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "[Font] used for the [Label]'s text."
+msgstr ""
+
+#: doc/classes/Label.xml
+msgid "Background [StyleBox] for the [Label]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Displays plain text in a 3D world."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label3D displays plain text in a 3D world. It gives you control over the "
+"horizontal and vertical alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Returns a [TriangleMesh] with the label's vertices following its current "
+"configuration (such as its [member pixel_size])."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
+"DrawFlags] for a list of flags."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If [code]true[/code], wraps the text to the [member width]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"The billboard mode to use for the label. See [enum SpatialMaterial."
+"BillboardMode] for possible values."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], text can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the label is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "[Font] used for the [Label3D]'s text."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center, right. Set "
+"it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Vertical space between lines in multiline [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text [Color] of the [Label3D]."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The text drawing offset (in pixels)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The tint of [Font]'s outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text outline. Higher priority objects will "
+"be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "The size of one pixel's width on the label to scale it in 3D."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Sets the render priority for the text. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
+"to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "Text width (in pixels), used for autowrap and fill alignment."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid "If set, lights in the environment affect the label."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"If set, text can be seen from the back as well. If not, the text is "
+"invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"Label is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode performs standard alpha blending. It can display translucent "
+"areas, but transparency sorting issues may be visible when multiple "
+"transparent materials are overlapping."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. This mode is "
+"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
+"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
+"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/Label3D.xml
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower "
+"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
+"allows displaying translucent areas and smooth edges while using proper "
+"sorting.\n"
+"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
+"scripts), this mode might have transparency sorting issues between the main "
+"text and the outline."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
+"offsets."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of "
+"storing many smaller textures with offsets.\n"
+"You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
+"different offsets."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
+"[code]ofs[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Clears the [LargeTexture]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Returns the number of pieces currently in this [LargeTexture]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Returns the offset of the piece with the index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
+"code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid ""
+"Sets the [Texture] of the piece with index [code]idx[/code] to "
+"[code]texture[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml
+msgid "Sets the size of this [LargeTexture]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Provides a base class for different kinds of light nodes."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Light is the [i]abstract[/i] base class for light nodes. As it can't be "
+"instanced, it shouldn't be used directly. Other types of light nodes inherit "
+"from it. Light contains the common variables and parameters used for "
+"lighting."
+msgstr ""
+
+#: doc/classes/Light.xml doc/classes/SpotLight.xml
+msgid "3D lights and shadows"
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Returns the value of the specified [enum Light.Param] parameter."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Sets the value of the specified [enum Light.Param] parameter."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"If [code]true[/code], the light only appears in the editor and will not be "
+"visible at runtime."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "The light's bake mode. See [enum BakeMode]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The light's color. An [i]overbright[/i] color can be used to achieve a "
+"result equivalent to increasing the light's [member light_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "The light will affect objects in the selected layers."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The light's strength multiplier (this is not a physical unit). For "
+"[OmniLight] and [SpotLight], changing this value will only change the light "
+"color's intensity, not the light's radius."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Secondary multiplier used with indirect light (light bounces). This works on "
+"both [BakedLightmap] and [GIProbe]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"If [code]true[/code], the light's effect is reversed, darkening areas and "
+"casting bright shadows."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The size of the light in Godot units. Only considered in baked lightmaps and "
+"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
+"this value will make the shadows appear blurrier. This can be used to "
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"The intensity of the specular blob in objects affected by the light. At "
+"[code]0[/code], the light becomes a pure diffuse light. When not baking "
+"emission, this can be used to avoid unrealistic reflections when placing "
+"lights above an emissive surface."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Used to adjust shadow appearance. Too small a value results in self-"
+"shadowing (\"shadow acne\"), while too large a value causes shadows to "
+"separate from casters (\"peter-panning\"). Adjust as needed."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "The color of shadows cast by this light."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
+"contact shadows. This has a performance impact, especially at higher "
+"values.\n"
+"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
+"[code]0.0[/code] is recommended."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "If [code]true[/code], the light will cast shadows."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"If [code]true[/code], reverses the backface culling of the mesh. This can be "
+"useful when you have a flat mesh that has a light behind it. If you need to "
+"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
+"shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_indirect_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_size]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member light_specular]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
+"spot_range]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member OmniLight.omni_attenuation] or [member "
+"SpotLight.spot_attenuation]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member SpotLight.spot_angle]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member shadow_contact]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_max_distance]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_1]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_2]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_3]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_normal_bias]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Constant for accessing [member shadow_bias]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_bias_split_scale]."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Light is ignored when baking.\n"
+"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid "Only indirect lighting will be baked (default)."
+msgstr ""
+
+#: doc/classes/Light.xml
+msgid ""
+"Both direct and indirect light will be baked.\n"
+"[b]Note:[/b] You should hide the light if you don't want it to appear twice "
+"(dynamic and baked)."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Casts light in a 2D environment."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Casts light in a 2D environment. Light is defined by a (usually grayscale) "
+"texture, a color, an energy value, a mode (see constants), and various other "
+"parameters (range and shadows-related).\n"
+"[b]Note:[/b] Light2D can also be used as a mask."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The Light2D's [Color]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "If [code]true[/code], Light2D will only appear when editing the scene."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "If [code]true[/code], Light2D will emit light."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The Light2D's energy value. The larger the value, the stronger the light."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The Light2D's mode. See [enum Mode] constants for values."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The offset of the Light2D's [code]texture[/code]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The height of the Light2D. Used with 2D normal mapping."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The layer mask. Only objects with a matching mask will be affected by the "
+"Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Maximum layer value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Minimum layer value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Maximum [code]z[/code] value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Minimum [code]z[/code] value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Shadow buffer size."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "[Color] of shadows cast by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "If [code]true[/code], the Light2D will cast shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Smoothing value for shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "Smooth shadow gradient length."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
+"with a matching light mask will cast shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "[Texture] used for the Light2D's appearance."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "The [code]texture[/code]'s scale factor."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Adds the value of pixels corresponding to the Light2D to the values of "
+"pixels under it. This is the common behavior of a light."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Subtracts the value of pixels corresponding to the Light2D to the values of "
+"pixels under it, resulting in inversed light effect."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Mix the value of pixels corresponding to the Light2D to the values of pixels "
+"under it by linear interpolation."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"The light texture of the Light2D is used as a mask, hiding or revealing "
+"parts of the screen underneath depending on the value of each pixel of the "
+"light (mask) texture."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid "No filter applies to the shadow map. See [member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (3 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (5 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (7 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (9 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml
+msgid ""
+"Percentage closer filtering (13 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid "Occludes light cast by a Light2D, casting shadows."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid ""
+"Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
+"be provided with an [OccluderPolygon2D] in order for the shadow to be "
+"computed."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid ""
+"The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only "
+"from Light2D(s) that have the same light mask(s)."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml
+msgid "The [OccluderPolygon2D] used to compute the shadow."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "A 2D line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"A line through several points in 2D space. Supports varying width and color "
+"over the line's length, texturing, and several cap/joint types.\n"
+"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
+"time. To increase this limit, open the Project Settings and increase [member "
+"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
+"[member ProjectSettings.rendering/limits/buffers/"
+"canvas_polygon_index_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Removes all points from the line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Returns the amount of points in the line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"If [code]true[/code], the line's border will attempt to perform antialiasing "
+"by drawing thin OpenGL smooth lines on the line's edges.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
+"is [code]true[/code].\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent lines and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
+"perform antialiasing. 2D batching is also still supported with those "
+"antialiased lines."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Controls the style of the line's first point. Use [enum LineCapMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's color. Will not be used if a gradient is set."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Controls the style of the line's last point. Use [enum LineCapMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The gradient is drawn through the whole line from start to finish. The "
+"default color will not be used if a gradient is set."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The style for the points between the start and the end."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The points that form the lines. The line is drawn between every point set in "
+"this array. Points are interpreted as local vectors."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The smoothness of the rounded joints and caps. Higher values result in "
+"smoother corners, but are more demanding to render and update. This is only "
+"used if a cap or joint is set as round.\n"
+"[b]Note:[/b] The default value is tuned for lines with the default [member "
+"width]. For thin lines, this value should be reduced to a number between "
+"[code]2[/code] and [code]4[/code] to improve performance."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The direction difference in radians between vector points. This value is "
+"only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
+"drawing style."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The style to render the [code]texture[/code] on the line. Use [enum "
+"LineTextureMode] constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's width."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The line's width varies with the curve. The original width is simply "
+"multiply by the value of the Curve."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
+"than the rotation of a joint, it becomes a bevel joint instead."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's joints will be bevelled/chamfered."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "The line's joints will be rounded."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Don't draw a line cap."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Draws the line cap as a box."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid "Draws the line cap as a circle."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Takes the left pixels of the texture and renders it over the whole line."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Tiles the texture over the line. The texture must be imported with "
+"[b]Repeat[/b] enabled for it to work properly."
+msgstr ""
+
+#: doc/classes/Line2D.xml
+msgid ""
+"Stretches the texture across the line. Import the texture with [b]Repeat[/b] "
+"disabled for best results."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Control that provides single-line string editing."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"LineEdit provides a single-line string editor, used for text fields.\n"
+"It features many built-in shortcuts which will always be available "
+"([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n"
+"- Ctrl + C: Copy\n"
+"- Ctrl + X: Cut\n"
+"- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n"
+"- Ctrl + Z: Undo\n"
+"- Ctrl + Shift + Z: Redo\n"
+"- Ctrl + U: Delete text from the cursor position to the beginning of the "
+"line\n"
+"- Ctrl + K: Delete text from the cursor position to the end of the line\n"
+"- Ctrl + A: Select all text\n"
+"- Up/Down arrow: Move the cursor to the beginning/end of the line\n"
+"On macOS, some extra keyboard shortcuts are available:\n"
+"- Ctrl + F: Like the right arrow key, move the cursor one character right\n"
+"- Ctrl + B: Like the left arrow key, move the cursor one character left\n"
+"- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n"
+"- Ctrl + N: Like the down arrow key, move the cursor to the next line\n"
+"- Ctrl + D: Like the Delete key, delete the character on the right side of "
+"cursor\n"
+"- Ctrl + H: Like the Backspace key, delete the character on the left side of "
+"the cursor\n"
+"- Command + Left arrow: Like the Home key, move the cursor to the beginning "
+"of the line\n"
+"- Command + Right arrow: Like the End key, move the cursor to the end of the "
+"line"
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Adds [code]text[/code] after the cursor. If the resulting value is longer "
+"than [member max_length], nothing happens."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Erases the [LineEdit]'s [member text]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Deletes one character at the cursor's current position (equivalent to "
+"pressing the [code]Delete[/code] key)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Deletes a section of the [member text] going from position "
+"[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
+"be within the text's length."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+msgid "Clears the current selection."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
+"displayed when right-clicking on the [LineEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Returns the scroll offset due to [member caret_position], as a number of "
+"characters."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Executes a given action as defined in the [enum MenuItems] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/"
+"code]. By default, [code]from[/code] is at the beginning and [code]to[/code] "
+"at the end.\n"
+"[codeblock]\n"
+"text = \"Welcome\"\n"
+"select() # Will select \"Welcome\".\n"
+"select(4) # Will select \"ome\".\n"
+"select(2, 5) # Will select \"lco\".\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Selects the whole [String]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Text alignment as defined in the [enum Align] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the caret (visual cursor) blinks."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Duration (in seconds) of a caret's blinking cycle."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"The cursor's position inside the [LineEdit]. When set, the text may scroll "
+"to accommodate it."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
+"code] is not empty, which can be used to clear the text quickly."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "If [code]true[/code], the context menu will appear when right-clicked."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the selected text will be deselected when focus is "
+"lost."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]false[/code], existing text cannot be modified and new text cannot "
+"be added."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]true[/code], the [LineEdit] width will increase to stay longer than "
+"the [member text]. It will [b]not[/b] compress if the [member text] is "
+"shortened."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Maximum amount of characters that can be entered inside the [LineEdit]. If "
+"[code]0[/code], there is no limit.\n"
+"When a limit is defined, characters that would exceed [member max_length] "
+"are truncated. This happens both for existing [member text] contents when "
+"setting the max length, or for new text inserted in the [LineEdit], "
+"including pasting. If any input text is truncated, the [signal "
+"text_change_rejected] signal is emitted with the truncated substring as "
+"parameter.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"text = \"Hello world\"\n"
+"max_length = 5\n"
+"# `text` becomes \"Hello\".\n"
+"max_length = 10\n"
+"text += \" goodbye\"\n"
+"# `text` becomes \"Hello good\".\n"
+"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]false[/code], using middle mouse button to paste clipboard will be "
+"disabled.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
+"code]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
+"default value (see [member text])."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Sets the icon that will appear in the right end of the [LineEdit] if there's "
+"no [member text], or always, if [member clear_button_enabled] is set to "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]true[/code], every character is replaced with the secret character "
+"(see [member secret_character])."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"The character to use to mask secret input (defaults to \"*\"). Only a single "
+"character can be used as the secret character."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"If [code]false[/code], it's impossible to select the text using mouse nor "
+"keyboard."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "If [code]false[/code], using shortcuts will be disabled."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"String value of the [LineEdit].\n"
+"[b]Note:[/b] Changing text using this property won't emit the [signal "
+"text_changed] signal."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the native virtual keyboard is shown when focused on "
+"platforms that support it."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Emitted when appending text that overflows the [member max_length]. The "
+"appended text is truncated to fit [member max_length], and the part that "
+"couldn't fit is passed as the [code]rejected_substring[/code] argument."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Emitted when the text changes."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Aligns the text on the left-hand side of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Centers the text in the middle of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Aligns the text on the right-hand side of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Stretches whitespaces to fit the [LineEdit]'s width."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Cuts (copies and clears) the selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Copies the selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Pastes the clipboard text over the selected text (or at the cursor's "
+"position).\n"
+"Non-printable escape characters are automatically stripped from the OS "
+"clipboard via [method String.strip_escapes]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Erases the whole [LineEdit] text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Selects the whole [LineEdit] text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Undoes the previous action."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Reverse the last undo action."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Represents the size of the [enum MenuItems] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color used as default tint for the clear button."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color used for the clear button when it's pressed."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color of the [LineEdit]'s visual cursor (caret)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Default font color."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Font color for selected text (inside the selection rectangle)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Font color when editing is disabled."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Minimum horizontal space for the text (not counting the clear button and "
+"content margins). This value is measured in count of space characters (i.e. "
+"this amount of space characters can be displayed without scrolling)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Font used for the text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Texture for the clear button. See [member clear_button_enabled]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Background used when [LineEdit] has GUI focus."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Default background for the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid ""
+"Background used when [LineEdit] is in read-only mode ([member editable] is "
+"set to [code]false[/code])."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid "Line shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid ""
+"Line shape for 2D collisions. It works like a 2D plane and will not allow "
+"any physics body to go to the negative side. Not recommended for rigid "
+"bodies, and usually not recommended for static bodies either because it "
+"forces checks against it on every frame."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid "The line's distance from the origin."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml
+msgid "The line's normal."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Simple button used to represent a link to some resource."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"This kind of button is primarily used when the interaction with the button "
+"causes a context change (like linking to a web page).\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"Determines when to show the underline. See [enum UnderlineMode] for options."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "The LinkButton will always show an underline at the bottom of its text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"The LinkButton will show an underline at the bottom of its text when the "
+"mouse cursor is over it."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "The LinkButton will never show an underline at the bottom of its text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Default text [Color] of the [LinkButton]."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Text [Color] used when the [LinkButton] is being hovered."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "Text [Color] used when the [LinkButton] is being pressed."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "The vertical space between the baseline of text and the underline."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid "[Font] of the [LinkButton]'s text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml
+msgid ""
+"[StyleBox] used when the [LinkButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/Listener.xml doc/classes/Listener2D.xml
+msgid "Overrides the location sounds are heard from."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid ""
+"Once added to the scene tree and enabled using [method make_current], this "
+"node will override the location sounds are heard from. This can be used to "
+"listen from a location different from the [Camera]."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid "Disables the listener to use the current camera's listener instead."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid "Returns the listener's global orthonormalized [Transform]."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid ""
+"Returns [code]true[/code] if the listener was made current using [method "
+"make_current], [code]false[/code] otherwise.\n"
+"[b]Note:[/b] There may be more than one Listener marked as \"current\" in "
+"the scene tree, but only the one that was made current last will be used."
+msgstr ""
+
+#: doc/classes/Listener.xml
+msgid "Enables the listener. This will override the current camera's listener."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid ""
+"Once added to the scene tree and enabled using [method make_current], this "
+"node will override the location sounds are heard from. Only one [Listener2D] "
+"can be current. Using [method make_current] will disable the previous "
+"[Listener2D].\n"
+"If there is no active [Listener2D] in the current [Viewport], center of the "
+"screen will be used as a hearing point for the audio. [Listener2D] needs to "
+"be inside [SceneTree] to function."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid ""
+"Disables the [Listener2D]. If it's not set as current, this method will have "
+"no effect."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
+msgstr ""
+
+#: doc/classes/Listener2D.xml
+msgid ""
+"Makes the [Listener2D] active, setting it as the hearing point for the "
+"sounds. If there is already another active [Listener2D], it will be "
+"disabled.\n"
+"This method will have no effect if the [Listener2D] is not added to "
+"[SceneTree]."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Abstract base class for the game's main loop."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
+"inherited by [SceneTree], which is the default game loop implementation used "
+"in Godot projects, though it is also possible to write and use one's own "
+"[MainLoop] subclass instead of the scene tree.\n"
+"Upon the application start, a [MainLoop] implementation must be provided to "
+"the OS; otherwise, the application will exit. This happens automatically "
+"(and a [SceneTree] is created) unless a main [Script] is provided from the "
+"command line (with e.g. [code]godot -s my_loop.gd[/code], which should then "
+"be a [MainLoop] implementation.\n"
+"Here is an example script implementing a simple [MainLoop]:\n"
+"[codeblock]\n"
+"extends MainLoop\n"
+"\n"
+"var time_elapsed = 0\n"
+"var keys_typed = []\n"
+"var quit = false\n"
+"\n"
+"func _initialize():\n"
+" print(\"Initialized:\")\n"
+" print(\" Starting time: %s\" % str(time_elapsed))\n"
+"\n"
+"func _idle(delta):\n"
+" time_elapsed += delta\n"
+" # Return true to end the main loop.\n"
+" return quit\n"
+"\n"
+"func _input_event(event):\n"
+" # Record keys.\n"
+" if event is InputEventKey and event.pressed and !event.echo:\n"
+" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
+" # Quit on Escape press.\n"
+" if event.scancode == KEY_ESCAPE:\n"
+" quit = true\n"
+" # Quit on any mouse click.\n"
+" if event is InputEventMouseButton:\n"
+" quit = true\n"
+"\n"
+"func _finalize():\n"
+" print(\"Finalized:\")\n"
+" print(\" End time: %s\" % str(time_elapsed))\n"
+" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called when files are dragged from the OS file manager and dropped in the "
+"game window. The arguments are a list of file paths and the identifier of "
+"the screen where the drag originated."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Called before the program exits."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called when the user performs an action in the system global menu (e.g. the "
+"Mac OS menu bar)."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called each idle frame with the time since the last idle frame as argument "
+"(in seconds). Equivalent to [method Node._process].\n"
+"If implemented, the method must return a boolean value. [code]true[/code] "
+"ends the main loop, while [code]false[/code] lets it proceed to the next "
+"frame."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Called once during initialization."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Called whenever an [InputEvent] is received by the main loop."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Deprecated callback, does not do anything. Use [method _input_event] to "
+"parse text input. Will be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Called each physics frame with the time since the last physics frame as "
+"argument ([code]delta[/code], in seconds). Equivalent to [method Node."
+"_physics_process].\n"
+"If implemented, the method must return a boolean value. [code]true[/code] "
+"ends the main loop, while [code]false[/code] lets it proceed to the next "
+"frame."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _finalize] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _idle] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _initialize] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _input_event] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _input_text] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid ""
+"Should not be called manually, override [method _iteration] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml
+msgid "Emitted when a user responds to a permission request."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the mouse enters the game window.\n"
+"Implemented on desktop and web platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the mouse leaves the game window.\n"
+"Implemented on desktop and web platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the game window is focused.\n"
+"Implemented on all platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the game window is unfocused.\n"
+"Implemented on all platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when a quit request is sent (e.g. closing "
+"the window with a \"Close\" button or Alt+F4).\n"
+"Implemented on desktop platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when a go back request is sent (e.g. "
+"pressing the \"Back\" button on Android).\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when an unfocus request is sent (e.g. "
+"another OS window wants to take the focus).\n"
+"No supported platforms currently send this notification."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the application is exceeding its "
+"allocated memory.\n"
+"Specific to the iOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received when translations may have changed. Can be triggered "
+"by the user changing the locale. Can be used to respond to language changes, "
+"for example to change the UI strings on the fly. Useful when working with "
+"the built-in translation support, like [method Object.tr]."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when a request for \"About\" information "
+"is sent.\n"
+"Specific to the macOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from Godot's crash handler when the engine is about to "
+"crash.\n"
+"Implemented on desktop platforms if the crash handler is enabled."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when an update of the Input Method Engine "
+"occurs (e.g. change of IME cursor position or composition string).\n"
+"Specific to the macOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the app is resumed.\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml doc/classes/Node.xml
+msgid ""
+"Notification received from the OS when the app is paused.\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid "Simple margin container."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"Adds a top, left, bottom, and right margin to all [Control] nodes that are "
+"direct children of the container. To control the [MarginContainer]'s margin, "
+"use the [code]margin_*[/code] theme properties listed below.\n"
+"[b]Note:[/b] Be careful, [Control] margin values are different than the "
+"constant margin values. If you want to change the custom margin values of "
+"the [MarginContainer] by code, you should use the following examples:\n"
+"[codeblock]\n"
+"# This code sample assumes the current script is extending MarginContainer.\n"
+"var margin_value = 100\n"
+"add_constant_override(\"margin_top\", margin_value)\n"
+"add_constant_override(\"margin_left\", margin_value)\n"
+"add_constant_override(\"margin_bottom\", margin_value)\n"
+"add_constant_override(\"margin_right\", margin_value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a bottom margin of "
+"[code]margin_bottom[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a left margin of "
+"[code]margin_left[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a right margin of "
+"[code]margin_right[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml
+msgid ""
+"All direct children of [MarginContainer] will have a top margin of "
+"[code]margin_top[/code] pixels."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid "Data transformation (marshalling) and encoding helpers."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid "Provides data transformation and encoding utility functions."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
+"[code]base64_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a decoded string corresponding to the Base64-encoded string "
+"[code]base64_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a decoded [Variant] corresponding to the Base64-encoded string "
+"[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], "
+"decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml
+msgid ""
+"Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If "
+"[code]full_objects[/code] is [code]true[/code], encoding objects is allowed "
+"(and can potentially include code)."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid "Abstract base [Resource] for coloring and shading geometry."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid ""
+"Material is a base [Resource] used for coloring and shading geometry. All "
+"materials inherit from it and almost all [VisualInstance] derived nodes "
+"carry a Material. A few flags and parameters are shared between all material "
+"types and are configured here."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid ""
+"Sets the [Material] to be used for the next pass. This renders the object "
+"again using a different material.\n"
+"[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s "
+"with type \"Spatial\"."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid ""
+"Sets the render priority for transparent objects in 3D scenes. Higher "
+"priority objects will be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid "Maximum value for the [member render_priority] parameter."
+msgstr ""
+
+#: doc/classes/Material.xml
+msgid "Minimum value for the [member render_priority] parameter."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Special button that brings up a [PopupMenu] when clicked."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"Special button that brings up a [PopupMenu] when clicked.\n"
+"New items can be created inside this [PopupMenu] using [code]get_popup()."
+"add_item(\"My Item Name\")[/code]. You can also create them directly from "
+"the editor. To do so, select the [MenuButton] node, then in the toolbar at "
+"the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the "
+"popup. You will be able to give each item new properties.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/MenuButton.xml doc/classes/OptionButton.xml
+msgid ""
+"Returns the [PopupMenu] contained in this button.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
+"the button."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"If [code]true[/code], when the cursor hovers above another [MenuButton] "
+"within the same parent which also has [code]switch_on_hover[/code] enabled, "
+"it will close the current [MenuButton] and open the other one."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Default text [Color] of the [MenuButton]."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Text [Color] used when the [MenuButton] is disabled."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"Text [Color] used when the [MenuButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Text [Color] used when the [MenuButton] is being hovered."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Text [Color] used when the [MenuButton] is being pressed."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "The horizontal space between [MenuButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[Font] of the [MenuButton]'s text."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[StyleBox] used when the [MenuButton] is disabled."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid ""
+"[StyleBox] used when the [MenuButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[StyleBox] used when the [MenuButton] is being hovered."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "Default [StyleBox] for the [MenuButton]."
+msgstr ""
+
+#: doc/classes/MenuButton.xml
+msgid "[StyleBox] used when the [MenuButton] is being pressed."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "A [Resource] that contains vertex array-based geometry."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Mesh is a type of [Resource] that contains vertex array-based geometry, "
+"divided in [i]surfaces[/i]. Each surface contains a completely separate "
+"array and a material used to draw it. Design wise, a mesh with multiple "
+"surfaces is preferred to a single surface, because objects created in 3D "
+"editing software commonly contain multiple materials."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Calculate a [ConvexPolygonShape] from the mesh.\n"
+"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
+"vertices are removed automatically. You can set it to [code]false[/code] to "
+"make the process faster if not needed.\n"
+"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
+"simplified to reduce the amount of vertices. Disabled by default."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Calculate an outline mesh at a defined offset (margin) from the original "
+"mesh.\n"
+"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
+"g. clockwise to counterclockwise)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Calculate a [ConcavePolygonShape] from the mesh."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Generate a [TriangleMesh] from the mesh."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns the smallest [AABB] enclosing this mesh in local space. Not affected "
+"by [code]custom_aabb[/code]. See also [method VisualInstance."
+"get_transformed_aabb].\n"
+"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns all the vertices that make up the faces of the mesh. Each three "
+"vertices represent one triangle."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Returns the amount of surfaces that the [Mesh] holds."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns the arrays for the vertices, normals, uvs, etc. that make up the "
+"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Returns the blend shape arrays for the requested surface."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Returns a [Material] in a given surface. Surface is rendered using this "
+"material."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Sets a [Material] for a given surface. Surface will be rendered using this "
+"material."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides "
+"[member BakedLightmap.default_texels_per_unit]."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as points (one vertex equals one point)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as lines (every two vertices a line is created)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as line strip."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as line loop (like line strip, but closed)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as triangles (every three vertices a triangle is created)."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as triangle strips."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Render array as triangle fans."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Blend shapes are normalized."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Blend shapes are relative to base weight."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Mesh array contains vertices. All meshes require a vertex array so this "
+"should always be present."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains normals."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains tangents."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains colors."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains UVs."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains second UV."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains bones."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array contains bone weights."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Mesh array uses indices."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum "
+"values. Do not use."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) vertex array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) normal array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) tangent array."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) UV coordinates array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid ""
+"Flag used to mark a compressed (half float) UV coordinates array for the "
+"second UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed bone array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) weight array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed index array."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark that the array contains 2D vertices."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
+msgstr ""
+
+#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
+msgid ""
+"Flag used to mark that the array uses an octahedral representation of normal "
+"and tangent vectors rather than cartesian."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid ""
+"Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant "
+"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
+"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
+"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of vertices."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of normals."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of tangents as an array of floats, 4 floats per tangent."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of colors."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of second set of UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of bone data."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of weights."
+msgstr ""
+
+#: doc/classes/Mesh.xml
+msgid "Array of indices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Helper tool to access and edit [Mesh] data."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
+"users to read and edit vertex data of meshes. It also creates an array of "
+"faces and edges.\n"
+"To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
+"are finished editing the data commit the data to a mesh with [method "
+"commit_to_surface].\n"
+"Below is an example of how MeshDataTool may be used.\n"
+"[codeblock]\n"
+"var mesh = ArrayMesh.new()\n"
+"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
+"get_mesh_arrays())\n"
+"var mdt = MeshDataTool.new()\n"
+"mdt.create_from_surface(mesh, 0)\n"
+"for i in range(mdt.get_vertex_count()):\n"
+" var vertex = mdt.get_vertex(i)\n"
+" # In this example we extend the mesh by one unit, which results in "
+"separated faces as it is flat shaded.\n"
+" vertex += mdt.get_vertex_normal(i)\n"
+" # Save your change.\n"
+" mdt.set_vertex(i, vertex)\n"
+"mesh.surface_remove(0)\n"
+"mdt.commit_to_surface(mesh)\n"
+"var mi = MeshInstance.new()\n"
+"mi.mesh = mesh\n"
+"add_child(mi)\n"
+"[/codeblock]\n"
+"See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Clears all data currently in MeshDataTool."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Adds a new surface to specified [Mesh] with edited data."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
+"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the number of edges in this [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns array of faces that touch given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns meta information assigned to given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns index of specified vertex connected to given edge.\n"
+"Vertex argument can only be 0 or 1 because edges are comprised of two "
+"vertices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the number of faces in this [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns specified edge associated with given face.\n"
+"Edge argument must be either 0, 1, or 2 because a face only has three edges."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the metadata associated with the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Calculates and returns the face normal of the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns the specified vertex of the given face.\n"
+"Vertex argument must be either 0, 1, or 2 because faces contain three "
+"vertices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid ""
+"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format "
+"flags combined together. For example, a mesh containing both vertices and "
+"normals would return a format of [code]3[/code] because [constant ArrayMesh."
+"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh."
+"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
+"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the material assigned to the [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the vertex at given index."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the bones of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the color of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the total number of vertices in [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns an array of edges that share the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns an array of faces that share the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the metadata associated with the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the normal of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the tangent of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the UV of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns the UV2 of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Returns bone weights of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the metadata of the given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the metadata of the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the material to be used by newly-constructed [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the position of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the bones of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the color of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the metadata associated with the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the normal of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the tangent of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the UV of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the UV2 of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml
+msgid "Sets the bone weights of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Node that instances meshes into a scenario."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
+"current scenario by creating an instance of it. This is the class most often "
+"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [StaticBody] child node with a [ConvexPolygonShape] "
+"collision shape calculated from the mesh geometry. It's mainly used for "
+"testing.\n"
+"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
+"vertices are removed automatically. You can set it to [code]false[/code] to "
+"make the process faster if not needed.\n"
+"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
+"simplified to reduce the amount of vertices. Disabled by default."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [MeshInstance] child node with gizmos at every vertex "
+"calculated from the mesh geometry. It's mainly used for testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [StaticBody] child node with multiple "
+"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
+"convex decomposition. It's mainly used for testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This helper creates a [StaticBody] child node with a [ConcavePolygonShape] "
+"collision shape calculated from the mesh geometry. It's mainly used for "
+"testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns the [Material] that will be used by the [Mesh] when drawing. This "
+"can return the [member GeometryInstance.material_override], the surface "
+"override [Material] defined in this [MeshInstance], or the surface "
+"[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
+"material_override] is used, all surfaces will return the override material."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Returns the number of surface override materials."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
+"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
+"merge_meshes] function.\n"
+"In order to be mergeable, properties of the [MeshInstance] must match, and "
+"each surface must match, in terms of material, attributes and vertex format."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"This function can merge together the data from several source "
+"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
+"the function is called from). This is primarily useful for improving "
+"performance by reducing the number of drawcalls and [Node]s.\n"
+"Merging should only be attempted for simple meshes that do not contain "
+"animation.\n"
+"The final vertices can either be returned in global space, or in local space "
+"relative to the destination [MeshInstance] global transform (the destination "
+"Node must be inside the [SceneTree] for local space to work).\n"
+"The function will make a final check for compatibility between the "
+"[MeshInstance]s by default, this should always be used unless you have "
+"previously checked for compatibility using [method MeshInstance."
+"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
+"merged, you may see rendering errors.\n"
+"[b]Note:[/b] The requirements for similarity between meshes are quite "
+"stringent. They can be checked using the [method MeshInstance."
+"is_mergeable_with] function prior to calling [method MeshInstance."
+"merge_meshes].\n"
+"Also note that any initial data in the destination [MeshInstance] data will "
+"be discarded."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "The [Mesh] resource for the instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "[NodePath] to the [Skeleton] associated with the instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid "Sets the skin to be used by this instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml
+msgid ""
+"If [code]true[/code], normals are transformed when software skinning is "
+"used. Set to [code]false[/code] when normals are not needed for better "
+"performance.\n"
+"See [member ProjectSettings.rendering/quality/skinning/"
+"software_skinning_fallback] for details about how software skinning is "
+"enabled."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml
+msgid "Node used for displaying a [Mesh] in 2D."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml
+msgid ""
+"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
+"automatically created from an existing [Sprite] via a tool in the editor "
+"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
+"MeshInstance2D[/b] at the top of the 2D editor viewport."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml
+msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
+msgid ""
+"The normal map that will be used if using the default [CanvasItemMaterial].\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
+msgid ""
+"The [Texture] that will be used if using the default [CanvasItemMaterial]. "
+"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
+msgid "Emitted when the [member texture] is changed."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Library of meshes."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"A library of meshes. Contains a list of [Mesh] resources, each with a name "
+"and ID. Each item can also include collision and navigation shapes. This "
+"resource is used in [GridMap]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Clears the library."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Creates a new item in the library with the given ID.\n"
+"You can get an unused ID from [method get_last_unused_item_id]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the first item with the given name."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the list of item IDs in use."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the transform applied to the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the item's name."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Returns the transform applied to the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"When running in the editor, returns a generated item preview (a 3D rendering "
+"in isometric perspective). When used in a running project, returns the "
+"manually-defined item preview which can be set using [method "
+"set_item_preview]. Returns an empty [Texture] if no preview was manually set "
+"in a running project."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Returns an item's collision shapes.\n"
+"The array consists of each [Shape] followed by its [Transform]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Gets an unused ID for a new item."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Removes the item."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the transform to apply to the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Sets the item's name.\n"
+"This name is shown in the editor. It can also be used to look up the item "
+"later using [method find_item_by_name]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets the transform to apply to the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid "Sets a texture to use as the item's preview icon in the editor."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml
+msgid ""
+"Sets an item's collision shapes.\n"
+"The array should consist of [Shape] objects, each followed by a [Transform] "
+"that will be applied to it. For shapes that should not have a transform, use "
+"[constant Transform.IDENTITY]."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Simple texture that uses a mesh to draw itself."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid ""
+"Simple texture that uses a mesh to draw itself. It's limited because flags "
+"can't be changed and region drawing is not supported."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Sets the base texture that the Mesh will use to draw."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Sets the size of the image, needed for reference."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml
+msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Interpolates an abstract value and supplies it to a method called over time."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"[MethodTweener] is similar to a combination of [CallbackTweener] and "
+"[PropertyTweener]. It calls a method providing an interpolated value as a "
+"parameter. See [method SceneTreeTween.tween_method] for more usage "
+"information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
+"create [MethodTweener]. Any [MethodTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml
+msgid ""
+"Sets the time in seconds after which the [MethodTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
+"default easing is used from the [SceneTreeTween] that contains this Tweener."
+msgstr ""
+
+#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the type of used transition from [enum Tween.TransitionType]. If not "
+"set, the default transition is used from the [SceneTreeTween] that contains "
+"this Tweener."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid "Generic mobile VR implementation."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"This is a generic mobile VR implementation where you need to provide details "
+"about the phone and HMD used. It does not rely on any existing framework. "
+"This is the most basic interface we have. For the best effect, you need a "
+"mobile phone with a gyroscope and accelerometer.\n"
+"Note that even though there is no positional tracking, the camera will "
+"assume the headset is at a height of 1.85 meters. You can change this by "
+"setting [member eye_height].\n"
+"You can initialise this interface as follows:\n"
+"[codeblock]\n"
+"var interface = ARVRServer.find_interface(\"Native mobile\")\n"
+"if interface and interface.initialize():\n"
+" get_viewport().arvr = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The distance between the display and the lenses inside of the device in "
+"centimeters."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid "The width of the display in centimeters."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The height at which the camera is placed in relation to the ground (i.e. "
+"[ARVROrigin] node)."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The interocular distance, also known as the interpupillary distance. The "
+"distance between the pupils of the left and right eye."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The k1 lens factor is one of the two constants that define the strength of "
+"the lens used and directly influences the lens distortion effect."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid "The k2 lens factor, see k1."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
+msgid ""
+"The oversample setting. Because of the lens distortion we have to render our "
+"buffers at a higher resolution then the screen can natively handle. A value "
+"between 1.5 and 2.0 often provides good results but at the cost of "
+"performance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Provides high-performance mesh instancing."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"MultiMesh provides low-level mesh instancing. Drawing thousands of "
+"[MeshInstance] nodes can be slow, since each object is submitted to the GPU "
+"then drawn individually.\n"
+"MultiMesh is much faster as it can draw thousands of instances with a single "
+"draw call, resulting in less API overhead.\n"
+"As a drawback, if the instances are too far away from each other, "
+"performance may be reduced as every single instance will always render (they "
+"are spatially indexed as one, for the whole object).\n"
+"Since instances may have any behavior, the AABB used for visibility must be "
+"provided by the user."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Returns the visibility axis-aligned bounding box in local space. See also "
+"[method VisualInstance.get_transformed_aabb]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Gets a specific instance's color."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Returns the custom data that has been set for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Returns the [Transform] of a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Returns the [Transform2D] of a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"When using [i]physics interpolation[/i], this function allows you to prevent "
+"interpolation on an instance in the current physics tick.\n"
+"This allows you to move instances instantaneously, and should usually be "
+"used when initially placing an instance such as a bullet to prevent "
+"graphical glitches."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Sets all data related to the instances in one go. This is especially useful "
+"when loading the data from disk or preparing the data from GDNative.\n"
+"All data is packed in one large float array. An array may look like this: "
+"Transform for instance 1, color data for instance 1, custom data for "
+"instance 1, transform for instance 2, color data for instance 2, etc...\n"
+"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
+"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
+"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
+"code] is stored as 4 floats."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
+"used with [i]physics interpolation[/i]. This method takes two arrays, and "
+"can set the data for the current and previous tick in one go. The renderer "
+"will automatically interpolate the data at each frame.\n"
+"This is useful for situations where the order of instances may change from "
+"physics tick to tick, such as particle systems.\n"
+"When the order of instances is coherent, the simpler [method MultiMesh."
+"set_as_bulk_array] can still be used with interpolation."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
+"existing vertex colors.\n"
+"For the color to take effect, ensure that [member color_format] is non-"
+"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Sets custom data for a specific instance. Although [Color] is used, it is "
+"just a container for 4 floating point numbers. The format of the number can "
+"change depending on the [enum CustomDataFormat] used."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Sets the [Transform] for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Sets the [Transform2D] for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Format of colors in color array that gets passed to shader."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Format of custom data in custom data array that gets passed to shader."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Number of instances that will get drawn. This clears and (re)sizes the "
+"buffers. By default, all instances are drawn but you can limit this with "
+"[member visible_instance_count]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Mesh to be drawn."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Choose whether to use an interpolation method that favors speed or quality.\n"
+"When using low physics tick rates (typically below 20) or high rates of "
+"object rotation, you may get better results from the high quality setting.\n"
+"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
+"special cases mentioned above, the quality should be comparable to high "
+"quality."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Format of transform used to transform mesh, either 2D or 3D."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Limits the number of instances drawn, -1 draws all instances. Changing this "
+"does not change the sizes of the buffers."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use this when using 2D transforms."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use this when using 3D transforms."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use when you are not using per-instance [Color]s."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Compress [Color] data into 8 bits when passing to shader. This uses less "
+"memory and can be faster, but the [Color] loses precision."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"The [Color] passed into [method set_instance_color] will use 4 floats. Use "
+"this for highest precision [Color]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid "Use when you are not using per-instance custom data."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Compress custom_data into 8 bits when passing to shader. This uses less "
+"memory and can be faster, but loses precision and range. Floats packed into "
+"8 bits can only represent values between 0 and 1, numbers outside that range "
+"will be clamped."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"The [Color] passed into [method set_instance_custom_data] will use 4 floats. "
+"Use this for highest precision."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Always interpolate using Basis lerping, which can produce warping artifacts "
+"in some situations."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml
+msgid ""
+"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
+"where possible, otherwise fall back to lerping."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml
+msgid "Node that instances a [MultiMesh]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml
+msgid ""
+"[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s "
+"based on a [MultiMesh] resource.\n"
+"This is useful to optimize the rendering of a high amount of instances of a "
+"given mesh (for example trees in a forest or grass strands)."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml
+msgid ""
+"The [MultiMesh] resource that will be used and shared among all instances of "
+"the [MultiMeshInstance]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml
+msgid "Node that instances a [MultiMesh] in 2D."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml
+msgid ""
+"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
+"resource in 2D.\n"
+"Usage is the same as [MultiMeshInstance]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml
+msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid "High-level multiplayer API."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"This class implements most of the logic behind the high-level multiplayer "
+"API. See also [NetworkedMultiplayerPeer].\n"
+"By default, [SceneTree] has a reference to this class that is used to "
+"provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n"
+"It is possible to override the MultiplayerAPI instance used by specific "
+"Nodes by setting the [member Node.custom_multiplayer] property, effectively "
+"allowing to run both client and server in the same scene.\n"
+"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
+"detail and isn't meant to be used by non-Godot servers. It may change "
+"without notice."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Clears the current MultiplayerAPI network state (you shouldn't call this "
+"unless you know what you are doing)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
+"network_peer]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns the sender's peer ID for the RPC currently being executed.\n"
+"[b]Note:[/b] If not inside an RPC this method will return 0."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
+msgid "Returns [code]true[/code] if there is a [member network_peer] set."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
+"in server mode (listening for connections)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Method used for polling the MultiplayerAPI. You only need to worry about "
+"this if you are using [member Node.custom_multiplayer] override or you set "
+"[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, "
+"[SceneTree] will poll its MultiplayerAPI for you.\n"
+"[b]Note:[/b] This method results in RPCs and RSETs being called, so they "
+"will be executed in the same context of this function (e.g. [code]_process[/"
+"code], [code]physics[/code], [Thread])."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Sends the given raw [code]bytes[/code] to a specific peer identified by "
+"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
+"Default ID is [code]0[/code], i.e. broadcast to all peers."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"If [code]true[/code] (or if the [member network_peer] has [member PacketPeer."
+"allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will "
+"allow encoding and decoding of object during RPCs/RSETs.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"The peer object to handle the RPC system (effectively enabling networking "
+"when set). Depending on the peer itself, the MultiplayerAPI will become a "
+"network server (check with [method is_network_server]) and will set root "
+"node's network mode to master, or it will become a regular peer with root "
+"node set to puppet. All child nodes are set to inherit the network mode by "
+"default. Handling of networking-related events (connection, disconnection, "
+"new clients) is done by connecting to MultiplayerAPI's signals."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
+"incoming connections."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"The root node to use for RPCs. Instead of an absolute path, a relative path "
+"will be used to find the node upon which the RPC should be executed.\n"
+"This effectively allows to have different branches of the scene tree to be "
+"managed by different MultiplayerAPI, allowing for example to run both client "
+"and server in the same scene."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] successfully "
+"connected to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
+"a connection to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] connects with a new "
+"peer. ID is the peer ID of the new peer. Clients get notified when other "
+"clients connect to the same server. Upon connecting to a server, a client "
+"also receives this signal for the server (with ID being 1)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] disconnects from a "
+"peer. Clients get notified when other clients disconnect from the same "
+"server."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] receive a "
+"[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
+"peer ID of the peer that sent the packet."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
+"server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to disable a "
+"method or property for all RPC calls, making it unavailable. Default for all "
+"methods."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on the remote end, not "
+"locally. Analogous to the [code]remote[/code] keyword. Calls and property "
+"changes are accepted from all remote peers, no matter if they are node's "
+"master or puppets."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on the network master "
+"for this node. Analogous to the [code]master[/code] keyword. Only accepts "
+"calls or property changes from the node's network puppets, see [method Node."
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on puppets for this "
+"node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or "
+"property changes from the node's network master, see [method Node."
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
+"[code]slave[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Behave like [constant RPC_MODE_REMOTE] but also make the call or property "
+"change locally. Analogous to the [code]remotesync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
+"the [code]sync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
+"change locally. Analogous to the [code]mastersync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml
+msgid ""
+"Behave like [constant RPC_MODE_PUPPET] but also make the call or property "
+"change locally. Analogous to the [code]puppetsync[/code] keyword."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid "A synchronization mutex (mutual exclusion)."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"A synchronization mutex (mutual exclusion). This is used to synchronize "
+"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
+"that only one thread can ever acquire the lock at a time. A mutex can be "
+"used to protect a critical section; however, be careful to avoid deadlocks."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
+"[b]Note:[/b] This function returns without blocking if the thread already "
+"has ownership of the mutex."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"Tries locking this [Mutex], but does not block. Returns [constant OK] on "
+"success, [constant ERR_BUSY] otherwise.\n"
+"[b]Note:[/b] This function returns [constant OK] if the thread already has "
+"ownership of the mutex."
+msgstr ""
+
+#: doc/classes/Mutex.xml
+msgid ""
+"Unlocks this [Mutex], leaving it to other threads.\n"
+"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
+"times while already having ownership of the mutex, it must also call [method "
+"unlock] the same number of times in order to unlock it correctly."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_class_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_method_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_property_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_signal_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml
+msgid ""
+"Constructs a new object of the base type with a script of this type already "
+"attached.\n"
+"[b]Note:[/b] Any arguments passed to this function will be ignored and not "
+"passed to the native constructor function. This will change with in a future "
+"API extension."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid "Mesh-based navigation and pathfinding node."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
+"Provides navigation and pathfinding within a collection of "
+"[NavigationMesh]es. By default, these will be automatically collected from "
+"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
+"class also assists with aligning navigation agents with the meshes they are "
+"navigating on."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
+#: doc/classes/NavigationServer.xml
+msgid "3D Navmesh Demo"
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
+msgid ""
+"Returns the navigation point closest to the point given. Points are in local "
+"coordinate space."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Returns the surface normal at the navigation point closest to the point "
+"given. Useful for rotating a navigation agent according to the navigation "
+"mesh it moves on."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Returns the owner of the [NavigationMesh] which contains the navigation "
+"point closest to the point given. This is usually a [NavigationMeshInstance]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Returns the navigation point closest to the given line segment. When "
+"enabling [code]use_collision[/code], only considers intersection points "
+"between segment and navigation meshes. If multiple intersection points are "
+"found, the one closest to the segment start point is returned."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
+"Returns the path between two given points. Points are in local coordinate "
+"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
+"agent properties associated with each [NavigationMesh] (radius, height, "
+"etc.) are considered in the path calculation, otherwise they are ignored."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid "The cell height to use for fields."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
+msgid "The XZ plane cell size to use for fields."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
+msgid ""
+"This value is used to detect the near edges to connect compatible regions."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation.xml
+msgid ""
+"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
+"which is the world's \"up\" direction."
+msgstr ""
+
+#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid "2D navigation and pathfinding node."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
+"Navigation2D provides navigation and pathfinding within a 2D area, specified "
+"as a collection of [NavigationPolygon] resources. By default, these are "
+"automatically collected from child [NavigationPolygonInstance] nodes."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
+#: doc/classes/NavigationPolygon.xml
+msgid "2D Navigation Demo"
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"Returns the owner of the [NavigationPolygon] which contains the navigation "
+"point closest to the point given. This is usually a "
+"[NavigationPolygonInstance]."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
+"Returns the path between two given points. Points are in local coordinate "
+"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
+"is smoothed by merging path segments where possible."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid "The XY plane cell size to use for fields."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the navigation can use on a "
+"[method Navigation2D.get_simple_path] path query."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Server interface for low-level 2D navigation access."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Navigation2DServer is the server responsible for all 2D navigation. It "
+"handles several objects, namely maps, regions and agents.\n"
+"Maps are made up of regions, which are made of navigation polygons. "
+"Together, they define the navigable areas in the 2D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than navigation map [code]edge_connection_margin[/"
+"code] to the respective other edge's vertex.\n"
+"You may assign navigation layers to regions with [method Navigation2DServer."
+"region_set_navigation_layers], which then can be checked upon when "
+"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
+"allowing or forbidding some areas to 2D objects.\n"
+"To use the collision avoidance system, you may use agents. You can set an "
+"agent's target velocity, then the servers will emit a callback with a "
+"modified velocity.\n"
+"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
+"modified velocity as-is might lead to pushing and agent outside of a "
+"navigable area. This is a limitation of the collision avoidance system, any "
+"more complex situation may require the use of the physics engine.\n"
+"This server keeps tracks of any call and executes them during the sync "
+"phase. This means that you can request any change to the map, using any "
+"thread, without worrying."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Creates the agent."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]agent[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns [code]true[/code] if the map got changed the previous frame."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Callback called at the end of the RVO process. If a callback is created "
+"manually and the agent is placed on a navigation map it will calculate "
+"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
+"code] to the [code]receiver[/code] object with a signal to the chosen "
+"[code]method[/code] name.\n"
+"[b]Note:[/b] Created callbacks are always processed independently of the "
+"SceneTree state as long as the agent is on a navigation map and not freed. "
+"To disable the dispatch of a callback from an agent use [method "
+"agent_set_callback] again with a [code]null[/code] object as the "
+"[code]receiver[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Puts the agent in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Sets the maximum number of other agents the agent takes into account in the "
+"navigation. The larger this number, the longer the running time of the "
+"simulation. If the number is too low, the simulation will not be safe."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the maximum speed of the agent. Must be positive."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Sets the maximum distance to other agents this agent takes into account in "
+"the navigation. The larger this number, the longer the running time of the "
+"simulation. If the number is too low, the simulation will not be safe."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the position of the agent in world space."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the radius of the agent."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the new target velocity."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"The minimal amount of time for which the agent's velocities that are "
+"computed by the simulation are safe with respect to other agents. The larger "
+"this number, the sooner this agent will respond to the presence of other "
+"agents, but the less freedom this agent has in choosing its velocities. Must "
+"be positive."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the current velocity of the agent."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Destroys the given RID."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Create a new map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the map cell size."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the point closest to the provided [code]to_point[/code] on the "
+"navigation mesh surface."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the owner region RID for the point returned by [method "
+"map_get_closest_point]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Returns the edge connection margin of the map. The edge connection margin is "
+"a distance used to connect two regions."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation path to reach the destination from the origin. "
+"[code]navigation_layers[/code] is a bitmask of all region layers that are "
+"allowed to be in the path."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all navigation regions [RID]s that are currently assigned to the "
+"requested navigation [code]map[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns [code]true[/code] if the map is active."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the map active."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
+"b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Set the map cell size used to weld the navigation mesh polygons."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Set the map edge connection margin used to weld the compatible region edges."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Creates a new region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the ending point of a connection door. [code]connection[/code] is an "
+"index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the starting point of a connection door. [code]connection[/code] is "
+"an index between 0 and the return value of [method "
+"region_get_connections_count]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns how many connections this [code]region[/code] has with other regions "
+"in the map."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns the navigation map [RID] the requested [code]region[/code] is "
+"currently assigned to."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the region's navigation layers."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the map for the region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method Navigation2DServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the navigation mesh for the region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the global transformation for the region."
+msgstr ""
+
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "3D agent used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"3D agent that is used in navigation to reach a location while avoiding "
+"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
+"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
+"navigation data to work correctly. By default this node will register to the "
+"default [World] navigation map. If this node is a child of a [Navigation] "
+"node it will register to the navigation map of the navigation node or the "
+"function [method set_navigation] can be used to set the navigation node "
+"directly. [NavigationAgent] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the distance to the target location, using the agent's global "
+"position. The user must set the target location with [method "
+"set_target_location] in order for this to be accurate."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the reachable final location in global coordinates. This can change "
+"if the navigation path is altered in any way. Because of this, it would be "
+"best to check this each frame."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns this agent's current path from start to finish in global "
+"coordinates. The path only updates when the target location is changed or "
+"the agent requires a repath. The path array is not intended to be used in "
+"direct path movement as the agent has its own internal path logic that would "
+"get corrupted by changing the path array manually. Use the intended [method "
+"get_next_location] once every physics frame to receive the next path point "
+"for the agents movement as this function also updates the internal path "
+"logic."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Returns which index the agent is currently on in the navigation path's "
+"[PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Returns the [Navigation] node that the agent is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [RID] of the navigation map for this NavigationAgent node. This "
+"function returns always the map set on the NavigationAgent node and not the "
+"map of the abstract agent on the NavigationServer. If the agent map is "
+"changed directly with the NavigationServer API the NavigationAgent node will "
+"not be aware of the map change. Use [method set_navigation_map] to change "
+"the navigation map for the NavigationAgent and also update the agent on the "
+"NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the next location in global coordinates that can be moved to, making "
+"sure that there are no static objects in the way. If the agent does not have "
+"a navigation path, it will return the position of the agent's parent. The "
+"use of this function once every physics frame is required to update the "
+"internal path logic of the NavigationAgent."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid "Returns the [RID] of this agent on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the user-defined target location (set with [method "
+"set_target_location])."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns [code]true[/code] if the navigation path's final location has been "
+"reached."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns [code]true[/code] if the target location is reachable. The target "
+"location is set using [method set_target_location]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns [code]true[/code] if the target location is reached. The target "
+"location is set using [method set_target_location]. It may not always be "
+"possible to reach the target location. It should always be possible to reach "
+"the final location though. See [method get_final_location]."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Sets the [Navigation] node used by the agent. Useful when you don't want to "
+"make the agent a child of a [Navigation] node."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the [RID] of the navigation map this NavigationAgent node should use "
+"and also updates the [code]agent[/code] on the NavigationServer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the user desired final location. This will clear the current navigation "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sends the passed in velocity to the collision avoidance algorithm. It will "
+"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
+"is complete, it will emit the [signal velocity_computed] signal."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The NavigationAgent height offset is subtracted from the y-axis value of any "
+"vector path position for this NavigationAgent. The NavigationAgent height "
+"offset does not change or influence the navigation mesh or pathfinding query "
+"result. Additional navigation maps that use regions with navigation meshes "
+"that the developer baked with appropriate agent radius or height values are "
+"required to support different-sized agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [NavigationServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector3 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
+"horizontal plane."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "The maximum number of neighbors for the agent to consider."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "The maximum speed that an agent can move."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "The distance to search for other agents."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The maximum distance the agent is allowed away from the ideal path to the "
+"final location. This can happen due to trying to avoid collisions. When the "
+"maximum distance is exceeded, it recalculates the ideal path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The minimal amount of time for which this agent's velocities, that are "
+"computed with the collision avoidance algorithm, are safe with respect to "
+"other agents. The larger the number, the sooner the agent will respond to "
+"other agents, but the less freedom in choosing its velocities. Must be "
+"positive."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid "Notifies when the final location is reached."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the navigation path changes. This can be triggered by the "
+"navigation system or by the user changing the path."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the player-defined target, set with [method "
+"set_target_location], is reached."
+msgstr ""
+
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"Notifies when the collision avoidance velocity is calculated after a call to "
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid "2D agent used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"2D agent that is used in navigation to reach a location while avoiding "
+"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
+"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
+"navigation data to work correctly. By default this node will register to the "
+"default [World2D] navigation map. If this node is a child of a "
+"[Navigation2D] node it will register to the navigation map of the navigation "
+"node or the function [method set_navigation] can be used to set the "
+"navigation node directly. [NavigationAgent2D] is physics safe.\n"
+"[b]Note:[/b] After [method set_target_location] is used it is required to "
+"use the [method get_next_location] function once every physics frame to "
+"update the internal path logic of the NavigationAgent. The returned vector "
+"position from this function should be used as the next movement position for "
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns which index the agent is currently on in the navigation path's "
+"[PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Returns the [Navigation2D] node that the agent is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"Sets the [Navigation2D] node used by the agent. Useful when you don't want "
+"to make the agent a child of a [Navigation2D] node."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"If [code]true[/code] the agent is registered for an RVO avoidance callback "
+"on the [Navigation2DServer]. When [method set_velocity] is used and the "
+"processing is completed a [code]safe_velocity[/code] Vector2 is received "
+"with a signal connection to [signal velocity_computed]. Avoidance processing "
+"with many registered agents has a significant performance cost and should "
+"only be enabled on agents that currently require it."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationAgent2D] "
+"belongs to. On path requests the agent will ignore navmeshes without at "
+"least one matching layer."
+msgstr ""
+
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "A mesh to approximate the walkable areas and obstacles."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"A navigation mesh is a collection of polygons that define which areas of an "
+"environment are traversable to aid agents in pathfinding through complicated "
+"spaces."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
+msgid ""
+"Adds a polygon using the indices of the vertices you get when calling "
+"[method get_vertices]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Clears the array of polygons, but it doesn't clear the array of vertices."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Initializes the navigation mesh by setting the vertices and indices "
+"according to a [Mesh]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Returns whether the specified [code]bit[/code] of the [member "
+"geometry_collision_mask] is set."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns a [PoolIntArray] containing the indices of the vertices of a created "
+"polygon."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Returns the number of polygons in the navigation mesh."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Returns a [PoolVector3Array] containing all the vertices being used to "
+"create the polygons."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the [member geometry_collision_mask].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the [member geometry_collision_mask]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
+msgid ""
+"Sets the vertices that can be then indexed to create polygons with the "
+"[method add_polygon] method."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The minimum floor to ceiling height that will still allow the floor area to "
+"be considered walkable.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell_height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The minimum ledge height that is considered to still be traversable.\n"
+"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
+"multiple of [member cell_height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The maximum slope that is considered walkable, in degrees."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The distance to erode/shrink the walkable area of the heightfield away from "
+"obstructions.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell_size]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The Y axis cell size to use for fields."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The sampling distance to use when generating the detail mesh, in cell unit."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum distance the detail mesh surface should deviate from "
+"heightfield, in cell unit."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum distance a simplfied contour's border edges should deviate the "
+"original raw contour."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum allowed length for contour edges along the border of the mesh.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell_size]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
+"is within [member agent_max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent_height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The physics layers to scan for static colliders.\n"
+"Only used when [member geometry_parsed_geometry_type] is [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Determines which type of nodes will be parsed as geometry. See [enum "
+"ParsedGeometryType] for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The source of the geometry used when baking. See [enum SourceGeometryMode] "
+"for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The name of the group to scan for geometry.\n"
+"Only used when [member geometry_source_geometry_mode] is [constant "
+"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
+"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The maximum number of vertices allowed for polygons generated during the "
+"contour to polygon conversion process."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Any regions with a size smaller than this will be merged with larger regions "
+"if possible.\n"
+"[b]Note:[/b] This value will be squared to calculate the number of cells. "
+"For example, a value of 20 will set the number of cells to 400."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"The minimum size of a region for it to be created.\n"
+"[b]Note:[/b] This value will be squared to calculate the minimum number of "
+"cells allowed to form isolated island areas. For example, a value of 8 will "
+"set the number of cells to 64."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Partitioning algorithm for creating the navigation mesh polys. See [enum "
+"SamplePartitionType] for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Watershed partitioning. Generally the best choice if you precompute the "
+"navigation mesh, use this if you have large open areas."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Monotone partitioning. Use this if you want fast navigation mesh generation."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
+"and small sized tiles."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Represents the size of the [enum SamplePartitionType] enum."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], "
+"and [GridMap] nodes."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Parses [StaticBody] colliders as geometry. The collider should be in any of "
+"the layers specified by [member geometry_collision_mask]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Represents the size of the [enum ParsedGeometryType] enum."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Scans the child nodes of [NavigationMeshInstance] recursively for geometry."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Scans nodes in a group and their child nodes recursively for geometry. The "
+"group is specified by [member geometry_source_group_name]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"Uses nodes in a group for geometry. The group is specified by [member "
+"geometry_source_group_name]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "Represents the size of the [enum SourceGeometryMode] enum."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid "Helper class for creating and clearing navigation meshes."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"This class is responsible for creating and clearing 3D navigation meshes "
+"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
+"[NavigationMeshGenerator] has very limited to no use for 2D as the "
+"navigation mesh baking process expects 3D node types and 3D source geometry "
+"to parse.\n"
+"The entire navigation mesh baking is best done in a separate thread as the "
+"voxelization, collision tests and mesh optimization steps involved are very "
+"performance and time hungry operations.\n"
+"Navigation mesh baking happens in multiple steps and the result depends on "
+"3D source geometry and properties of the [NavigationMesh] resource. In the "
+"first step, starting from a root node and depending on [NavigationMesh] "
+"properties all valid 3D source geometry nodes are collected from the "
+"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
+"geometry data and a combined 3D mesh is build. Due to the many different "
+"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
+"various [CollisionObject]s, some operations to collect geometry data can "
+"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
+"synchronization can have a negative effect on baking time or framerate as it "
+"often involves [Mutex] locking for thread security. Many parsable objects "
+"and the continuous synchronization with other threaded Servers can increase "
+"the baking time significantly. On the other hand only a few but very large "
+"and complex objects will take some time to prepare for the Servers which can "
+"noticeably stall the next frame render. As a general rule the total amount "
+"of parsable objects and their individual size and complexity should be "
+"balanced to avoid framerate issues or very long baking times. The combined "
+"mesh is then passed to the Recast Navigation Object to test the source "
+"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
+"by creating a voxel world around the meshes bounding area.\n"
+"The finalized navigation mesh is then returned and stored inside the "
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
+"nodes under the provided [code]root_node[/code] or a specific group of nodes "
+"for potential source geometry. The parse behavior can be controlled with the "
+"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
+"NavigationMesh.geometry_source_geometry_mode] properties on the "
+"[NavigationMesh] resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshGenerator.xml
+msgid ""
+"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
+"resource."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "An instance of a [NavigationMesh]."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
+"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
+"By default this node will register to the default [World] navigation map. If "
+"this node is a child of a [Navigation] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The cost of entering this region from another region can be controlled with "
+"the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The cost of traveling distances inside this region can be controlled with "
+"the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
+"code] (default), the baking is done on a separate thread. Baking on separate "
+"thread is useful because navigation baking is not a cheap operation. When it "
+"is completed, it automatically sets the new [NavigationMesh]. Please note "
+"that baking on separate thread may be very slow if geometry is parsed from "
+"meshes as async access to each mesh involves heavy synchronization. Also, "
+"please note that baking on a separate thread is automatically disabled on "
+"operating systems that cannot use threads (such as HTML5 with threads "
+"disabled)."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [NavigationServer]. Combined with "
+"[method NavigationServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationMeshInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding enters this region's navmesh from another regions navmesh "
+"the [code]enter_cost[/code] value is added to the path distance for "
+"determining the shortest path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationMesh] "
+"belongs to. On path requests with [method NavigationServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "The [NavigationMesh] resource to use."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"When pathfinding moves inside this region's navmesh the traveled distances "
+"are multiplied with [code]travel_cost[/code] for determining the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "Notifies when the navigation mesh bake operation is completed."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml
+msgid "Notifies when the [NavigationMesh] has changed."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid "3D obstacle used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"3D obstacle used in navigation for collision avoidance. The obstacle needs "
+"navigation data to work correctly. This can be done by having the obstacle "
+"as a child of a [Navigation] node, or using [method set_navigation]. "
+"[NavigationObstacle] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"Returns the [Navigation] node that the obstacle is using for its navigation "
+"system."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml
+msgid ""
+"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
+"to make the obstacle a child of a [Navigation] node."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Enables radius estimation algorithm which uses parent's collision shapes to "
+"determine the obstacle radius."
+msgstr ""
+
+#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
+msgid ""
+"The radius of the agent. Used only if [member estimate_radius] is set to "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid "2D obstacle used in navigation for collision avoidance."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"2D obstacle used in navigation for collision avoidance. The obstacle needs "
+"navigation data to work correctly. This can be done by having the obstacle "
+"as a child of a [Navigation2D] node, or using [method set_navigation]. "
+"[NavigationObstacle2D] is physics safe.\n"
+"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
+"moving objects that cannot be (re)baked to a navigation mesh efficiently."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Returns the [Navigation2D] node that the obstacle is using for its "
+"navigation system."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/NavigationObstacle2D.xml
+msgid ""
+"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
+"want to make the obstacle a child of a [Navigation2D] node."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"A node that has methods to draw outlines or use indices of vertices to "
+"create navigation polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"There are two ways to create polygons. Either by using the [method "
+"add_outline] method, or using the [method add_polygon] method.\n"
+"Using [method add_outline]:\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.add_outline(outline)\n"
+"polygon.make_polygons_from_outlines()\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]\n"
+"Using [method add_polygon] and indices of the vertices array.\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.set_vertices(vertices)\n"
+"var indices = PoolIntArray([0, 1, 2, 3])\n"
+"polygon.add_polygon(indices)\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Appends a [PoolVector2Array] that contains the vertices of an outline to the "
+"internal array that contains all the outlines. You have to call [method "
+"make_polygons_from_outlines] in order for this array to be converted to "
+"polygons that the engine will use."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Adds a [PoolVector2Array] that contains the vertices of an outline to the "
+"internal array that contains all the outlines at a fixed position. You have "
+"to call [method make_polygons_from_outlines] in order for this array to be "
+"converted to polygons that the engine will use."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Clears the array of the outlines, but it doesn't clear the vertices and the "
+"polygons that were created by them."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Clears the array of polygons, but it doesn't clear the array of outlines and "
+"vertices."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns the [NavigationMesh] resulting from this navigation polygon. This "
+"navmesh can be used to update the navmesh of a region with the [method "
+"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
+"behind the scene)."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns a [PoolVector2Array] containing the vertices of an outline that was "
+"created in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns the number of outlines that were created in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid "Returns the count of all polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Returns a [PoolVector2Array] containing all the vertices being used to "
+"create the polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid "Creates polygons from the outlines added in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Removes an outline created in the editor or by script. You have to call "
+"[method make_polygons_from_outlines] for the polygons to update."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml
+msgid ""
+"Changes an outline created in the editor or by script. You have to call "
+"[method make_polygons_from_outlines] for the polygons to update."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "A region of the 2D navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A region of the navigation map. It tells the [Navigation2DServer] what can "
+"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
+"By default this node will register to the default [World2D] navigation map. "
+"If this node is a child of a [Navigation2D] node it will register to the "
+"navigation map of the navigation node.\n"
+"Two regions can be connected to each other if they share a similar edge. You "
+"can set the minimum distance between two vertices required to connect two "
+"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
+"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
+"two regions. They must share a similar edge.\n"
+"The pathfinding cost of entering this region from another region can be "
+"controlled with the [member enter_cost] value.\n"
+"[b]Note:[/b] This value is not added to the path cost when the start "
+"position is already inside this region.\n"
+"The pathfinding cost of traveling distances inside this region can be "
+"controlled with the [member travel_cost] multiplier."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
+"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
+"identify the [NavigationPolygonInstance] closest to a point on the merged "
+"navigation map."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid ""
+"A bitfield determining all navigation map layers the [NavigationPolygon] "
+"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
+"navmeshes without matching layers will be ignored and the navigation map "
+"will only proximity merge different navmeshes with matching layers."
+msgstr ""
+
+#: doc/classes/NavigationPolygonInstance.xml
+msgid "The [NavigationPolygon] resource to use."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Server interface for low-level 3D navigation access."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"NavigationServer is the server responsible for all 3D navigation. It handles "
+"several objects, namely maps, regions and agents.\n"
+"Maps are made up of regions, which are made of navigation meshes. Together, "
+"they define the navigable areas in the 3D world.\n"
+"[b]Note:[/b] Most NavigationServer changes take effect after the next "
+"physics frame and not immediately. This includes all changes made to maps, "
+"regions or agents by navigation related Nodes in the SceneTree or made "
+"through scripts.\n"
+"For two regions to be connected to each other, they must share a similar "
+"edge. An edge is considered connected to another if both of its two vertices "
+"are at a distance less than [member Navigation.edge_connection_margin] to "
+"the respective other edge's vertex.\n"
+"To use the collision avoidance system, you may use agents. You can set an "
+"agent's target velocity, then the servers will emit a callback with a "
+"modified velocity.\n"
+"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
+"modified velocity as-is might lead to pushing and agent outside of a "
+"navigable area. This is a limitation of the collision avoidance system, any "
+"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
+"This server keeps tracks of any call and executes them during the sync "
+"phase. This means that you can request any change to the map, using any "
+"thread, without worrying."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Returns the map cell height."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the normal for the point returned by [method map_get_closest_point]."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the closest point between the navigation surface and the segment."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Returns the edge connection margin of the map. This distance is the minimum "
+"vertex distance needed to connect two edges from different regions."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Returns the map's up direction."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Set the map cell height used to weld the navigation mesh polygons."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Sets the map up direction."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Process the collision avoidance agents.\n"
+"The result of this process is needed by the physics server, so this must be "
+"called in the main thread.\n"
+"[b]Note:[/b] This function is not thread safe."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Bakes the navigation mesh."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid ""
+"Set the region's navigation layers. This allows selecting regions from a "
+"path request (when using [method NavigationServer.map_get_path])."
+msgstr ""
+
+#: doc/classes/NavigationServer.xml
+msgid "Control activation of this server."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
+"script."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
+"MultiplayerAPI.network_peer] and controlled from a script.\n"
+"Its purpose is to allow adding a new backend for the high-Level multiplayer "
+"API without needing to use GDNative."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Deliver a packet to the local [MultiplayerAPI].\n"
+"When your script receives a packet from other peers over the network "
+"(originating from the [signal packet_generated] signal on the sending peer), "
+"passing it to this method will deliver it locally."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid "Set the max packet size that this peer can handle."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerCustom.xml
+msgid ""
+"Emitted when the local [MultiplayerAPI] generates a packet.\n"
+"Your script should take this packet and send it to the requested peer over "
+"the network (which should call [method deliver_packet] with the data when "
+"it's received)."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"PacketPeer implementation using the [url=http://enet.bespin.org/index."
+"html]ENet[/url] library."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"A PacketPeer implementation that should be passed to [member SceneTree."
+"network_peer] after being initialized as either a client or server. Events "
+"can then be handled by connecting to [SceneTree] signals.\n"
+"ENet's purpose is to provide a relatively thin, simple and robust network "
+"communication layer on top of UDP (User Datagram Protocol).\n"
+"[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to "
+"make your server accessible on the public Internet, you only need to forward "
+"the server port in UDP. You can use the [UPNP] class to try to forward the "
+"server port automatically when starting the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Closes the connection. Ignored if no connection is currently established. If "
+"this is a server it tries to notify all clients before forcibly "
+"disconnecting them. If this is a client it simply closes the connection to "
+"the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Create client that connects to a server at [code]address[/code] using "
+"specified [code]port[/code]. The given address needs to be either a fully "
+"qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP "
+"address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The "
+"[code]port[/code] is the port the server is listening on. The "
+"[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be "
+"used to limit the incoming and outgoing bandwidth to the given number of "
+"bytes per second. The default of 0 means unlimited bandwidth. Note that ENet "
+"will strategically drop packets on specific sides of a connection between "
+"peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth "
+"parameters also determine the window size of a connection which limits the "
+"amount of reliable packets that may be in transit at any given time. Returns "
+"[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this "
+"NetworkedMultiplayerENet instance already has an open connection (in which "
+"case you need to call [method close_connection] first) or [constant "
+"ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/"
+"code] is specified, the client will also listen to the given port; this is "
+"useful for some NAT traversal techniques."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Create server that listens to connections via [code]port[/code]. The port "
+"needs to be an available, unused port between 0 and 65535. Note that ports "
+"below 1024 are privileged and may require elevated permissions depending on "
+"the platform. To change the interface the server listens on, use [method "
+"set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which "
+"listens on all available interfaces. [code]max_clients[/code] is the maximum "
+"number of clients that are allowed at once, any number up to 4095 may be "
+"used, although the achievable number of simultaneous clients may be far "
+"lower and depends on the application. For additional details on the "
+"bandwidth parameters, see [method create_client]. Returns [constant OK] if a "
+"server was created, [constant ERR_ALREADY_IN_USE] if this "
+"NetworkedMultiplayerENet instance already has an open connection (in which "
+"case you need to call [method close_connection] first) or [constant "
+"ERR_CANT_CREATE] if the server could not be created."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
+"connection will be closed immediately without flushing queued messages."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Returns the channel of the last packet fetched via [method PacketPeer."
+"get_packet]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Returns the channel of the next packet that will be retrieved via [method "
+"PacketPeer.get_packet]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Returns the IP address of the given peer."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Returns the remote port of the given peer."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
+"code] by default, which binds to all available interfaces. The given IP "
+"needs to be in IPv4 or IPv6 address format, for example: "
+"[code]\"192.168.1.1\"[/code]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/"
+"code]. For servers, you must also setup the [CryptoKey] via [method "
+"set_dtls_key]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/"
+"code]. Remember to also call [method set_dtls_certificate] to setup your "
+"[X509Certificate]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Sets the timeout parameters for a peer.The timeout parameters control how "
+"and when a peer will timeout from a failure to acknowledge reliable traffic. "
+"Timeout values are expressed in milliseconds.\n"
+"The [code]timeout_limit[/code] is a factor that, multiplied by a value based "
+"on the average round trip time, will determine the timeout limit for a "
+"reliable packet. When that limit is reached, the timeout will be doubled, "
+"and the peer will be disconnected if that limit has reached "
+"[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the "
+"other hand, defines a fixed timeout for which any packet must be "
+"acknowledged or the peer will be dropped."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Enforce ordered packets when using [constant NetworkedMultiplayerPeer."
+"TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant "
+"NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the "
+"only way to use ordering with the RPC system."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The number of channels to be used by ENet. Channels are used to separate "
+"different kinds of data. In reliable or ordered mode, for example, the "
+"packet delivery order is ensured on a per-channel basis. This is done to "
+"combat latency and reduces ordering restrictions on packets. The delivery "
+"status of a packet in one channel won't stall the delivery of other packets "
+"in another channel."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The compression method used for network packets. These have different "
+"tradeoffs of compression speed versus bandwidth, you may need to test which "
+"one works best for your use case if you use compression at all.\n"
+"[b]Note:[/b] Most games' network design involve sending many small packets "
+"frequently (smaller than 4 KB each). If in doubt, it is recommended to keep "
+"the default compression algorithm as it works best on these small packets.\n"
+"[b]Note:[/b] [member compression_mode] must be set to the same value on both "
+"the server and all its clients. Clients will fail to connect if the [member "
+"compression_mode] set on the client differs from the one set on the server. "
+"Prior to Godot 3.4, the default [member compression_mode] was [constant "
+"COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
+"server is not recommended and not officially supported."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"The hostname used for DTLS verification, to be compared against the \"CN\" "
+"value in the certificate provided by the server.\n"
+"When set to an empty string, the [code]address[/code] parameter passed to "
+"[method create_client] is used instead."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Enable or disable certificate verification when [member use_dtls] is "
+"[code]true[/code]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Enable or disable the server feature that notifies clients of other peers' "
+"connection/disconnection, and relays messages between them. When this option "
+"is [code]false[/code], clients won't be automatically notified of other "
+"peers and won't be able to send them packets through the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"Set the default channel to be used to transfer data. By default, this value "
+"is [code]-1[/code] which means that ENet will only use 2 channels: one for "
+"reliable packets, and one for unreliable packets. The channel [code]0[/code] "
+"is reserved and cannot be used. Setting this member to any value between "
+"[code]0[/code] and [member channel_count] (excluded) will force ENet to use "
+"that channel for sending data. See [member channel_count] for more "
+"information about ENet channels."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"When enabled, the client or server created by this peer, will use "
+"[PacketPeerDTLS] instead of raw UDP sockets for communicating with the "
+"remote peer. This will make the communication encrypted with DTLS at the "
+"cost of higher resource usage and potentially larger packet size.\n"
+"[b]Note:[/b] When creating a DTLS server, make sure you setup the key/"
+"certificate pair via [method set_dtls_key] and [method "
+"set_dtls_certificate]. For DTLS clients, have a look at the [member "
+"dtls_verify] option, and configure the certificate accordingly via [method "
+"set_dtls_certificate]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"No compression. This uses the most bandwidth, but has the upside of "
+"requiring the fewest CPU resources. This option may also be used to make "
+"network debugging using tools like Wireshark easier."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"ENet's built-in range encoding. Works well on small packets, but is not the "
+"most efficient algorithm on packets larger than 4 KB."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU "
+"resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
+"bandwidth."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid ""
+"[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less "
+"bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using "
+"more CPU resources. Note that this algorithm is not very efficient on "
+"packets smaller than 4 KB. Therefore, it's recommended to use other "
+"compression algorithms in most cases."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "A high-level network interface to simplify multiplayer interactions."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Manages the connection to network peers. Assigns unique IDs to each client "
+"connected to the server. See also [MultiplayerAPI].\n"
+"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
+"detail and isn't meant to be used by non-Godot servers. It may change "
+"without notice."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "High-level multiplayer"
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "WebRTC Signaling Demo"
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Returns the current state of the connection. See [enum ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent "
+"packet."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Returns the ID of this [NetworkedMultiplayerPeer]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Waits up to 1 second to receive a new network event."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Sets the peer to which packets will be sent.\n"
+"The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send "
+"to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer "
+"acting as server, a valid peer ID to send to that specific peer, a negative "
+"peer ID to send to all peers except that one. By default, the target peer is "
+"[constant TARGET_PEER_BROADCAST]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new "
+"connections."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"The manner in which to send packets to the [code]target_peer[/code]. See "
+"[enum TransferMode]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted when a connection attempt fails."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted when a connection attempt succeeds."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted by the server when a client connects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted by the server when a client disconnects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Emitted by clients when the server disconnects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Packets are not acknowledged, no resend attempts are made for lost packets. "
+"Packets may arrive in any order. Potentially faster than [constant "
+"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
+"consider whether the order matters."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Packets are not acknowledged, no resend attempts are made for lost packets. "
+"Packets are received in the order they were sent in. Potentially faster than "
+"[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
+"would be outdated if received late due to resend attempt(s) anyway, for "
+"example movement and positional data."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid ""
+"Packets must be received and resend attempts should be made until the "
+"packets are acknowledged. Packets must be received in the order they were "
+"sent in. Most reliable transfer mode, but potentially the slowest due to the "
+"overhead. Use for critical data that must be transmitted and arrive in "
+"order, for example an ability being triggered or a chat message. Consider "
+"carefully if the information really is critical, and use sparingly."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "The ongoing connection disconnected."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "A connection attempt is ongoing."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "The connection attempt succeeded."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Packets are sent to the server and then redistributed to other peers."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml
+msgid "Packets are sent to the server alone."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Scalable texture-based frame that tiles the texture's centers and sides, but "
+"keeps the corners' original size. Perfect for panels and dialog boxes."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Also known as 9-slice panels, NinePatchRect produces clean panels of any "
+"size, based on a small texture. To do so, it splits the texture in a 3×3 "
+"grid. When you scale the node, it tiles the texture's sides horizontally or "
+"vertically, the center on both axes but it doesn't scale or tile the corners."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Returns the size of the margin identified by the given [enum Margin] "
+"constant."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Sets the size of the margin identified by the given [enum Margin] constant "
+"to [code]value[/code] in pixels."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The stretch mode to use for horizontal stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The stretch mode to use for vertical stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
+"borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
+"bottom corners and side will have a height of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
+"left corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
+"right corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
+"corners and side will have a height of 16 pixels. You can set all 4 margin "
+"values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Rectangular region of the texture to sample from. If you're working with an "
+"atlas, use this property to define the area the 9-slice should use. All "
+"other properties are relative to this one. If the rect is empty, "
+"NinePatchRect will use the whole texture."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid "The node's texture resource."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid "Emitted when the node's texture changes."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Stretches the center texture across the NinePatchRect. This may cause the "
+"texture to be distorted."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Repeats the center texture across the NinePatchRect. This won't cause any "
+"visible distortion. The texture must be seamless for this to work without "
+"displaying artifacts between edges.\n"
+"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
+"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml
+msgid ""
+"Repeats the center texture across the NinePatchRect, but will also stretch "
+"the texture to make sure each tile is visible in full. This may cause the "
+"texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
+"The texture must be seamless for this to work without displaying artifacts "
+"between edges.\n"
+"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
+"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Base class for all [i]scene[/i] objects."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Nodes are Godot's building blocks. They can be assigned as the child of "
+"another node, resulting in a tree arrangement. A given node can contain any "
+"number of nodes as children with the requirement that all siblings (direct "
+"children of a node) should have unique names.\n"
+"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk "
+"and then instanced into other scenes. This allows for very high flexibility "
+"in the architecture and data model of Godot projects.\n"
+"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
+"node is added to the scene tree, it receives the [constant "
+"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
+"is triggered. Child nodes are always added [i]after[/i] their parent node, i."
+"e. the [method _enter_tree] callback of a parent node will be triggered "
+"before its child's.\n"
+"Once all nodes have been added in the scene tree, they receive the [constant "
+"NOTIFICATION_READY] notification and their respective [method _ready] "
+"callbacks are triggered. For groups of nodes, the [method _ready] callback "
+"is called in reverse order, starting with the children and moving up to the "
+"parent nodes.\n"
+"This means that when adding a node to the scene tree, the following order "
+"will be used for the callbacks: [method _enter_tree] of the parent, [method "
+"_enter_tree] of the children, [method _ready] of the children and finally "
+"[method _ready] of the parent (recursively for the entire scene tree).\n"
+"[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
+"receive a callback on each frame requesting them to process (do something). "
+"Normal processing (callback [method _process], toggled with [method "
+"set_process]) happens as fast as possible and is dependent on the frame "
+"rate, so the processing time [i]delta[/i] (in seconds) is passed as an "
+"argument. Physics processing (callback [method _physics_process], toggled "
+"with [method set_physics_process]) happens a fixed number of times per "
+"second (60 by default) and is useful for code related to the physics "
+"engine.\n"
+"Nodes can also process input events. When present, the [method _input] "
+"function will be called for each input that the program receives. In many "
+"cases, this can be overkill (unless used for simple projects), and the "
+"[method _unhandled_input] function might be preferred; it is called when the "
+"input event was not handled by anyone else (typically, GUI [Control] nodes), "
+"ensuring that the node only receives the events that were meant for it.\n"
+"To keep track of the scene hierarchy (especially when instancing scenes into "
+"other scenes), an \"owner\" can be set for the node with the [member owner] "
+"property. This keeps track of who instanced what. This is mostly useful when "
+"writing editors and tools, though.\n"
+"Finally, when a node is freed with [method Object.free] or [method "
+"queue_free], it will also free all its children.\n"
+"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy "
+"to manage, you could create groups like \"enemies\" or \"collectables\" for "
+"example, depending on your game. See [method add_to_group], [method "
+"is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
+"in these groups, iterate them and even call methods on groups via the "
+"methods on [SceneTree].\n"
+"[b]Networking with nodes:[/b] After connecting to a server (or making one, "
+"see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC "
+"(remote procedure call) system to communicate over the network. By calling "
+"[method rpc] with a method name, it will be called locally and in all "
+"connected peers (peers = clients and the server that accepts connections). "
+"To identify which node receives the RPC call, Godot will use its [NodePath] "
+"(make sure node names are the same on all peers). Also, take a look at the "
+"high-level networking tutorial and corresponding demos."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Nodes and Scenes"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "All Demos"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
+"changing, or after calling [method add_child] in a script). If the node has "
+"children, its [method _enter_tree] callback will be called first, and then "
+"that of the children.\n"
+"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
+"[method Object._notification]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
+"scene changing, or after calling [method remove_child] in a script). If the "
+"node has children, its [method _exit_tree] callback will be called last, "
+"after all its children have left the tree.\n"
+"Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
+"Object._notification] and signal [signal tree_exiting]. To get notified when "
+"the node has already left the active tree, connect to the [signal "
+"tree_exited]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The string returned from this method is displayed as a warning in the Scene "
+"Dock if the script that overrides it is a [code]tool[/code] script.\n"
+"Returning an empty string produces no warning.\n"
+"Call [method update_configuration_warning] when the warning needs to be "
+"updated for this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when there is an input event. The input event propagates up through "
+"the node tree until a node consumes it.\n"
+"It is only called if input processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_process_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, [method _unhandled_input] and [method "
+"_unhandled_key_input] are usually a better fit as they allow the GUI to "
+"intercept the events first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called during the physics processing step of the main loop. Physics "
+"processing means that the frame rate is synced to the physics, i.e. the "
+"[code]delta[/code] variable should be constant. [code]delta[/code] is in "
+"seconds.\n"
+"It is only called if physics processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_physics_process].\n"
+"Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
+"[method Object._notification].\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called during the processing step of the main loop. Processing happens at "
+"every frame and as fast as possible, so the [code]delta[/code] time since "
+"the previous frame is not constant. [code]delta[/code] is in seconds.\n"
+"It is only called if processing is enabled, which is done automatically if "
+"this method is overridden, and can be toggled with [method set_process].\n"
+"Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
+"Object._notification].\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when the node is \"ready\", i.e. when both the node and its children "
+"have entered the scene tree. If the node has children, their [method _ready] "
+"callbacks get triggered first, and the parent node will receive the ready "
+"notification afterwards.\n"
+"Corresponds to the [constant NOTIFICATION_READY] notification in [method "
+"Object._notification]. See also the [code]onready[/code] keyword for "
+"variables.\n"
+"Usually used for initialization. For even earlier initialization, [method "
+"Object._init] may be used. See also [method _enter_tree].\n"
+"[b]Note:[/b] [method _ready] may be called only once for each node. After "
+"removing a node from the scene tree and adding it again, [code]_ready[/code] "
+"will not be called a second time. This can be bypassed by requesting another "
+"call with [method request_ready], which may be called anywhere before adding "
+"the node again."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
+"GUI [Control] item. The input event propagates up through the node tree "
+"until a node consumes it.\n"
+"It is only called if unhandled input processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_process_unhandled_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, this and [method _unhandled_key_input] are usually a "
+"better fit than [method _input] as they allow the GUI to intercept the "
+"events first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Called when an [InputEventKey] hasn't been consumed by [method _input] or "
+"any GUI [Control] item. The input event propagates up through the node tree "
+"until a node consumes it.\n"
+"It is only called if unhandled key input processing is enabled, which is "
+"done automatically if this method is overridden, and can be toggled with "
+"[method set_process_unhandled_key_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, this and [method _unhandled_input] are usually a better "
+"fit than [method _input] as they allow the GUI to intercept the events "
+"first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not an orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Adds a child node. Nodes can have any number of children, but every child "
+"must have a unique name. Child nodes are automatically deleted when the "
+"parent node is deleted, so an entire scene can be removed by deleting its "
+"topmost node.\n"
+"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
+"will have a human-readable name based on the name of the node being "
+"instanced instead of its type.\n"
+"[b]Note:[/b] If the child node already has a parent, the function will fail. "
+"Use [method remove_child] first to remove the node from its current parent. "
+"For example:\n"
+"[codeblock]\n"
+"if child_node.get_parent():\n"
+" child_node.get_parent().remove_child(child_node)\n"
+"add_child(child_node)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Adds [code]child_node[/code] as a child. The child is placed below the given "
+"[code]node[/code] in the list of children.\n"
+"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
+"will have a human-readable name based on the name of the node being "
+"instanced instead of its type."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Adds the node to a group. Groups are helpers to name and organize a subset "
+"of nodes, for example \"enemies\" or \"collectables\". A node can be in any "
+"number of groups. Nodes can be assigned a group at any time, but will not be "
+"added until they are inside the scene tree (see [method is_inside_tree]). "
+"See notes in the description, and the group methods in [SceneTree].\n"
+"The [code]persistent[/code] option is used when packing node to "
+"[PackedScene] and saving to file. Non-persistent groups aren't stored.\n"
+"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
+"guaranteed. The order of node groups should not be relied upon as it can "
+"vary across project runs."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node can process while the scene tree is "
+"paused (see [member pause_mode]). Always returns [code]true[/code] if the "
+"scene tree is not paused, and [code]false[/code] if the node is not in the "
+"tree."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
+"of doing:\n"
+"[codeblock]\n"
+"get_tree().create_tween().bind_node(self)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Duplicates the node, returning a new node.\n"
+"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
+"DuplicateFlags]).\n"
+"[b]Note:[/b] It will not work properly if the node contains a script with "
+"constructor arguments (i.e. needs to supply arguments to [method Object."
+"_init] method). In that case, the node will be duplicated without a script."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Finds a descendant of this node whose name matches [code]mask[/code] as in "
+"[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches "
+"zero or more characters and [code]\"?\"[/code] matches any single character "
+"except [code]\".\"[/code]). Returns [code]null[/code] if no matching [Node] "
+"is found.\n"
+"[b]Note:[/b] It does not match against the full path, just against "
+"individual node names.\n"
+"If [code]owned[/code] is [code]true[/code], this method only finds nodes "
+"whose owner is this node. This is especially important for scenes "
+"instantiated through a script, because those scenes don't have an owner.\n"
+"[b]Note:[/b] As this method walks through all the descendants of the node, "
+"it is the slowest way to get a reference to another node. Whenever possible, "
+"consider using [method get_node] instead. To avoid using [method find_node] "
+"too often, consider caching the node reference into a variable."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Finds the first parent of the current node whose name matches [code]mask[/"
+"code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/"
+"code] matches zero or more characters and [code]\"?\"[/code] matches any "
+"single character except [code]\".\"[/code]).\n"
+"[b]Note:[/b] It does not match against the full path, just against "
+"individual node names.\n"
+"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow "
+"in large, deeply nested scene trees. Whenever possible, consider using "
+"[method get_node] instead. To avoid using [method find_parent] too often, "
+"consider caching the node reference into a variable."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns a child node by its index (see [method get_child_count]). This "
+"method is often used for iterating all children of a node.\n"
+"To access a child node via its name, use [method get_node]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns the number of child nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns an array of references to node's children."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns an array listing the groups that the node is a member of.\n"
+"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
+"guaranteed. The order of node groups should not be relied upon as it can "
+"vary across project runs.\n"
+"[b]Note:[/b] The engine uses some group names internally (all starting with "
+"an underscore). To avoid conflicts with internal groups, do not add custom "
+"groups whose name starts with an underscore. To exclude internal groups "
+"while looping over [method get_groups], use the following snippet:\n"
+"[codeblock]\n"
+"# Stores the node's non-internal groups only (as an array of Strings).\n"
+"var non_internal_groups = []\n"
+"for group in get_groups():\n"
+" if not group.begins_with(\"_\"):\n"
+" non_internal_groups.push_back(group)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the node's index, i.e. its position among the siblings of its parent."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the peer ID of the network master for this node. See [method "
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Fetches a node. The [NodePath] can be either a relative path (from the "
+"current node) or an absolute path (in the scene tree) to a node. If the path "
+"does not exist, [code]null[/code] is returned and an error is logged. "
+"Attempts to access methods on the return value will result in an \"Attempt "
+"to call <method> on a null instance.\" error.\n"
+"[b]Note:[/b] Fetching absolute paths only works when the node is inside the "
+"scene tree (see [method is_inside_tree]).\n"
+"[b]Example:[/b] Assume your current node is Character and the following "
+"tree:\n"
+"[codeblock]\n"
+"/root\n"
+"/root/Character\n"
+"/root/Character/Sword\n"
+"/root/Character/Backpack/Dagger\n"
+"/root/MyGame\n"
+"/root/Swamp/Alligator\n"
+"/root/Swamp/Mosquito\n"
+"/root/Swamp/Goblin\n"
+"[/codeblock]\n"
+"Possible paths are:\n"
+"[codeblock]\n"
+"get_node(\"Sword\")\n"
+"get_node(\"Backpack/Dagger\")\n"
+"get_node(\"../Swamp/Alligator\")\n"
+"get_node(\"/root/MyGame\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Fetches a node and one of its resources as specified by the [NodePath]'s "
+"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested "
+"resources are specified in the [NodePath], the last one will be fetched.\n"
+"The return value is an array of size 3: the first index points to the [Node] "
+"(or [code]null[/code] if not found), the second index points to the "
+"[Resource] (or [code]null[/code] if not found), and the third index is the "
+"remaining [NodePath], if any.\n"
+"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid "
+"node and that its [code]shape[/code] property has been assigned a "
+"[RectangleShape2D] resource, one could have this kind of output:\n"
+"[codeblock]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
+"[[CollisionShape2D:1161], Null, ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Similar to [method get_node], but does not log an error if [code]path[/code] "
+"does not point to a valid [Node]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the parent node of the current node, or [code]null[/code] if the "
+"node lacks a parent."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the absolute path of the current node. This only works if the "
+"current node is inside the scene tree (see [method is_inside_tree])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the relative [NodePath] from this node to the specified [code]node[/"
+"code]. Both nodes must be in the same scene or the function will fail."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the time elapsed (in seconds) since the last physics-bound frame "
+"(see [method _physics_process]). This is always a constant value in physics "
+"processing unless the frames per second is changed via [member Engine."
+"iterations_per_second]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the node's order in the scene tree branch. For example, if called on "
+"the first child node the position is [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns the time elapsed (in seconds) since the last process callback. This "
+"value may vary from frame to frame."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if this is an instance load placeholder. See "
+"[InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns the [SceneTree] that contains this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Returns the node's [Viewport]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node that the [NodePath] points to exists."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
+"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:"
+"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
+"math types) are not considered resources."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the given node is a direct or indirect child of "
+"the current node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
+"dock."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the given node occurs later in the scene "
+"hierarchy than the current node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if this node is in the specified group. See notes "
+"in the description, and the group methods in [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the local system is the master of this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the physics interpolated flag is set for this "
+"Node (see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if physics processing is enabled (see [method "
+"set_physics_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if internal physics processing is enabled (see "
+"[method set_physics_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if processing is enabled (see [method "
+"set_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is processing input (see [method "
+"set_process_input])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if internal processing is enabled (see [method "
+"set_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled input (see "
+"[method set_process_unhandled_input])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled key input (see "
+"[method set_process_unhandled_key_input])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Moves a child node to a different position (order) among the other children. "
+"Since calls, signals, etc are performed by tree order, changing the order of "
+"children nodes may be useful."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. "
+"Works only in debug builds."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Prints the tree to stdout. Used mainly for debugging purposes. This version "
+"displays the path relative to the current node, and is good for copy/pasting "
+"into the [method get_node] function.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+"TheGame\n"
+"TheGame/Menu\n"
+"TheGame/Menu/Label\n"
+"TheGame/Menu/Camera2D\n"
+"TheGame/SplashScreen\n"
+"TheGame/SplashScreen/Camera2D\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Similar to [method print_tree], this prints the tree to stdout. This version "
+"displays a more graphical representation similar to what is displayed in the "
+"scene inspector. It is useful for inspecting larger trees.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+" ┖╴TheGame\n"
+" ┠╴Menu\n"
+" ┃ ┠╴Label\n"
+" ┃ ┖╴Camera2D\n"
+" ┖╴SplashScreen\n"
+" ┖╴Camera2D\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Calls the given method (if present) with the arguments given in [code]args[/"
+"code] on this node and recursively on all its children. If the "
+"[code]parent_first[/code] argument is [code]true[/code], the method will be "
+"called on the current node first, then on all its children. If "
+"[code]parent_first[/code] is [code]false[/code], the children will be called "
+"first."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notifies the current node and all its children recursively by calling "
+"[method Object.notification] on all of them."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Queues a node for deletion at the end of the current frame. When deleted, "
+"all of its child nodes will be deleted as well. This method ensures it's "
+"safe to delete the node, contrary to [method Object.free]. Use [method "
+"Object.is_queued_for_deletion] to check whether a node will be deleted at "
+"the end of the frame.\n"
+"[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/"
+"i] be assigned to [code]null[/code] once the node is freed. Instead, it will "
+"point to a [i]previously freed instance[/i] and you should validate it with "
+"[method @GDScript.is_instance_valid] before attempting to call its methods "
+"or access its properties."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Moves this node to the bottom of parent node's children hierarchy. This is "
+"often useful in GUIs ([Control] nodes), because their order of drawing "
+"depends on their order in the tree. The top Node is drawn first, then any "
+"siblings below the top Node in the hierarchy are successively drawn on top "
+"of it. After using [code]raise[/code], a Control will be drawn on top of its "
+"siblings."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Removes a node and sets all its children as children of the parent node (if "
+"it exists). All event subscriptions that pass by the removed node will be "
+"unsubscribed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
+"[b]Note:[/b] This function may set the [member owner] of the removed Node "
+"(or its descendants) to be [code]null[/code], if that [member owner] is no "
+"longer a parent or ancestor."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Removes a node from a group. See notes in the description, and the group "
+"methods in [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Replaces a node in a scene by the given one. Subscriptions that pass through "
+"this node will be lost.\n"
+"[b]Note:[/b] The given node will become the new parent of any child nodes "
+"that the replaced node had.\n"
+"[b]Note:[/b] The replaced node is not automatically freed, so you either "
+"need to keep it in a variable for later use or free it using [method Object."
+"free]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Requests that [code]_ready[/code] be called again. Note that the method "
+"won't be called immediately, but is scheduled for when the node is added to "
+"the scene tree again (see [method _ready]). [code]_ready[/code] is called "
+"only for the node which requested it, which means that you need to request "
+"ready for each child if you want them to call [code]_ready[/code] too (in "
+"which case, [code]_ready[/code] will be called in the same order as it would "
+"normally)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"When physics interpolation is active, moving a node to a radically different "
+"transform (such as placement within a level) can result in a visible glitch "
+"as the object is rendered moving from the old to new position over the "
+"physics tick.\n"
+"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
+"code], which temporarily turns off interpolation until the physics tick is "
+"complete.\n"
+"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
+"node and all children recursively.\n"
+"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
+"rather than before."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a remote procedure call request for the given [code]method[/code] to "
+"peers on the network (and locally), optionally sending all additional "
+"arguments as arguments to the method called by the RPC. The call request "
+"will only be received by nodes with the same [NodePath], including the exact "
+"same node name. Behaviour depends on the RPC configuration for the given "
+"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
+"See also [method rset] and [method rset_config] for properties. Returns "
+"[code]null[/code].\n"
+"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
+"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
+"to keep track of the connection state, either by the [SceneTree] signals "
+"like [code]server_disconnected[/code] or by checking [code]SceneTree."
+"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Changes the RPC mode for the given [code]method[/code] to the given "
+"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
+"annotating methods and properties with the corresponding keywords "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
+"By default, methods are not exposed to networking (and RPCs). See also "
+"[method rset] and [method rset_config] for properties."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
+"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
+"set_target_peer]). Returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes a property's value on other peers (and locally). Behaviour "
+"depends on the RPC configuration for the given property, see [method "
+"rset_config]. See also [method rpc] for RPCs for methods, most information "
+"applies to this method as well."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Changes the RPC mode for the given [code]property[/code] to the given "
+"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
+"annotating methods and properties with the corresponding keywords "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
+"By default, properties are not exposed to networking (and RPCs). See also "
+"[method rpc] and [method rpc_config] for methods."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes the property's value on a specific peer identified by "
+"[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes the property's value on other peers (and locally) using an "
+"unreliable protocol."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Remotely changes property's value on a specific peer identified by "
+"[code]peer_id[/code] using an unreliable protocol (see [method "
+"NetworkedMultiplayerPeer.set_target_peer])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Sets the folded state of the node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sets the node's network master to the peer with the given peer ID. The "
+"network master is the peer that has authority over the node on the network. "
+"Useful in conjunction with the [code]master[/code] and [code]puppet[/code] "
+"keywords. Inherited from the parent node by default, which ultimately "
+"defaults to peer ID 1 (the server). If [code]recursive[/code], the given "
+"peer is recursively set as the master for all children of this node."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables physics (i.e. fixed framerate) processing. When a node "
+"is being processed, it will receive a [constant "
+"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine."
+"iterations_per_second] to change) interval (and the [method "
+"_physics_process] callback will be called if exists). Enabled automatically "
+"if [method _physics_process] is overridden. Any calls to this before [method "
+"_ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables internal physics for this node. Internal physics "
+"processing happens in isolation from the normal [method _physics_process] "
+"calls and is used by some nodes internally to guarantee proper functioning "
+"even if the node is paused or physics processing is disabled for scripting "
+"([method set_physics_process]). Only useful for advanced uses to manipulate "
+"built-in nodes' behavior.\n"
+"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
+"logic, so changing this value from your code may lead to unexpected "
+"behavior. Script access to this internal logic is provided for specific "
+"advanced uses, but is unsafe and not supported."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables processing. When a node is being processed, it will "
+"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
+"[method _process] callback will be called if exists). Enabled automatically "
+"if [method _process] is overridden. Any calls to this before [method _ready] "
+"will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disables input processing. This is not required for GUI controls! "
+"Enabled automatically if [method _input] is overridden. Any calls to this "
+"before [method _ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables or disabled internal processing for this node. Internal processing "
+"happens in isolation from the normal [method _process] calls and is used by "
+"some nodes internally to guarantee proper functioning even if the node is "
+"paused or processing is disabled for scripting ([method set_process]). Only "
+"useful for advanced uses to manipulate built-in nodes' behavior.\n"
+"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
+"logic, so changing this value from your code may lead to unexpected "
+"behavior. Script access to this internal logic is provided for specific "
+"advanced uses, but is unsafe and not supported."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables unhandled input processing. This is not required for GUI controls! "
+"It enables the node to receive all input that was not previously handled "
+"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
+"is overridden. Any calls to this before [method _ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Enables unhandled key input processing. Enabled automatically if [method "
+"_unhandled_key_input] is overridden. Any calls to this before [method "
+"_ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Updates the warning displayed for this node in the Scene Dock.\n"
+"Use [method _get_configuration_warning] to setup the warning message to "
+"display."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The override to the default [MultiplayerAPI]. Set to [code]null[/code] to "
+"use the default [SceneTree] one."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"If a scene is instantiated from a file, its topmost node contains the "
+"absolute file path from which it was loaded in [member filename] (e.g. "
+"[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an "
+"empty string."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The [MultiplayerAPI] instance associated with this node. Either the [member "
+"custom_multiplayer], or the default SceneTree one (if inside tree)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The name of the node. This name is unique among the siblings (other child "
+"nodes from the same parent). When set to an existing name, the node will be "
+"automatically renamed.\n"
+"[b]Note:[/b] Auto-generated names might include the [code]@[/code] "
+"character, which is reserved for unique names when using [method add_child]. "
+"When setting the name manually, any [code]@[/code] will be removed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The node owner. A node can have any other node as owner (as long as it is a "
+"valid parent, grandparent, etc. ascending in the tree). When saving a node "
+"(using [PackedScene]), all the nodes it owns will be saved with it. This "
+"allows for the creation of complex [SceneTree]s, with instancing and "
+"subinstancing.\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
+"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
+"add_child] is called without setting [member owner], the newly added [Node] "
+"will not be visible in the scene tree, though it will be visible in the "
+"2D/3D view."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Allows enabling or disabling physics interpolation per node, offering a "
+"finer grain of control than turning physics interpolation on and off "
+"globally.\n"
+"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
+"interpolation can sometimes give superior results."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"The node's priority in the execution order of the enabled processing "
+"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
+"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
+"process priority value is [i]lower[/i] will have their processing callbacks "
+"executed first."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Sets this node's name as a unique name in its [member owner]. This allows "
+"the node to be accessed as [code]%Name[/code] instead of the full path, from "
+"any node within that scene.\n"
+"If another node with the same owner already had that name declared as "
+"unique, that other node's name will no longer be set as having a unique name."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when a child node enters the scene tree, either because it entered "
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Emitted when the node is ready."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Emitted when the node is renamed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Emitted after the node exits the tree and is no longer active."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Emitted when the node is still active but about to exit the tree. This is "
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is moved in the parent."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is ready. See [method _ready]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is paused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is unpaused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the physics process flag is set (see "
+"[method set_physics_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the process flag is set (see [method "
+"set_process])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a node is set as a child of another node.\n"
+"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a node is unparented (parent removed it from the "
+"list of children)."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node is instanced."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a drag operation begins. All nodes receive this "
+"notification, not only the dragged one.\n"
+"Can be triggered either by dragging a [Control] that provides drag data (see "
+"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Notification received when the node's [NodePath] changed."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the internal process flag is set (see "
+"[method set_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received every frame when the internal physics process flag is "
+"set (see [method set_physics_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when the node is ready, just before [constant "
+"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
+"node enters tree, instead of only once."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or parent nodes."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Inherits pause mode from the node's parent. For the root node, it is "
+"equivalent to [constant PAUSE_MODE_STOP]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Stops processing when the [SceneTree] is paused."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Continue to process regardless of the [SceneTree] pause state."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Inherits physics interpolation mode from the node's parent. For the root "
+"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn off physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Turn on physics interpolation in this node and children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Duplicate the node's signals."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Duplicate the node's groups."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid "Duplicate the node's scripts."
+msgstr ""
+
+#: doc/classes/Node.xml
+msgid ""
+"Duplicate using instancing.\n"
+"An instance stays linked to the original so when the original changes, the "
+"instance changes too."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"A 2D game object, inherited by all 2D-related nodes. Has a position, "
+"rotation, scale, and Z index."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"A 2D game object, with a transform (position, rotation, and scale). All 2D "
+"nodes, including physics objects and sprites, inherit from Node2D. Use "
+"Node2D as a parent node to move, scale and rotate children in a 2D project. "
+"Also gives control of the node's render order."
+msgstr ""
+
+#: doc/classes/Node2D.xml doc/classes/Vector2.xml
+msgid "All 2D Demos"
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Multiplies the current scale by the [code]ratio[/code] vector."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Returns the angle between the node and the [code]point[/code] in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Returns the [Transform2D] relative to this node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Adds the [code]offset[/code] vector to the node's global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Rotates the node so it points towards the [code]point[/code], which is "
+"expected to use global coordinates."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Applies a local translation on the node's X axis based on the [method Node."
+"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
+"code], normalizes the movement."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Applies a local translation on the node's Y axis based on the [method Node."
+"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
+"code], normalizes the movement."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Applies a rotation to the node, in radians, starting from its current "
+"rotation."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Transforms the provided local position into a position in global coordinate "
+"space. The input is expected to be local relative to the [Node2D] it is "
+"called on. e.g. Applying this method to the positions of child nodes will "
+"correctly transform their positions into the global coordinate space, but "
+"applying it to a node's own position will give an incorrect result, as it "
+"will incorporate the node's own transformation into its global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Transforms the provided global position into a position in local coordinate "
+"space. The output will be local relative to the [Node2D] it is called on. e."
+"g. It is appropriate for determining the positions of child nodes, but it is "
+"not appropriate for determining its own position relative to its parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Translates the node by the given [code]offset[/code] in local coordinates."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global rotation in radians."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global rotation in degrees."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global scale."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Global [Transform2D]."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Position, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Rotation in radians, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Rotation in degrees, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid "Local [Transform2D]."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"If [code]true[/code], the node's Z index is relative to its parent's Z "
+"index. If this node's Z index is 2 and its parent's effective Z index is 3, "
+"then this node's effective Z index will be 2 + 3 = 5."
+msgstr ""
+
+#: doc/classes/Node2D.xml
+msgid ""
+"Z index. Controls the order in which the nodes render. A node with a higher "
+"Z index will display in front of others. Must be between [constant "
+"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer."
+"CANVAS_ITEM_Z_MAX] (inclusive)."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid "Pre-parsed scene tree path."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"A pre-parsed relative or absolute path in a scene tree, for use with [method "
+"Node.get_node] and similar functions. It can reference a node, a resource "
+"within a node, or a property of a node or resource. For instance, "
+"[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the "
+"[code]size[/code] property of the [code]texture[/code] resource on the node "
+"named [code]\"Sprite\"[/code] which is a child of the other named nodes in "
+"the path.\n"
+"You will usually just pass a string to [method Node.get_node] and it will be "
+"automatically converted, but you may occasionally want to parse a path ahead "
+"of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. "
+"Exporting a [NodePath] variable will give you a node selection widget in the "
+"properties panel of the editor, which can often be useful.\n"
+"A [NodePath] is composed of a list of slash-separated node names (like a "
+"filesystem path) and an optional colon-separated list of \"subnames\" which "
+"can be resources or properties.\n"
+"Some examples of NodePaths include the following:\n"
+"[codeblock]\n"
+"# No leading slash means it is relative to the current node.\n"
+"@\"A\" # Immediate child A\n"
+"@\"A/B\" # A's child B\n"
+"@\".\" # The current node.\n"
+"@\"..\" # The parent node.\n"
+"@\"../C\" # A sibling node C.\n"
+"# A leading slash means it is absolute from the SceneTree.\n"
+"@\"/root\" # Equivalent to get_tree().get_root().\n"
+"@\"/root/Main\" # If your main scene's root node were named \"Main\".\n"
+"@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated "
+"when moving, renaming or deleting a node in the scene tree, but they are "
+"never updated at runtime."
+msgstr ""
+
+#: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
+#: doc/classes/PanelContainer.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Role Playing Game Demo"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:"
+"texture:size\"[/code]. A path is absolute if it starts with a slash. "
+"Absolute paths are only valid in the global scene tree, not within "
+"individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/"
+"code] indicate the current node and its parent.\n"
+"The \"subnames\" optionally included after the path to the target node can "
+"point to resources or properties, and can also be nested.\n"
+"Examples of valid NodePaths (assuming that those nodes exist and have the "
+"referenced resources or properties):\n"
+"[codeblock]\n"
+"# Points to the Sprite node\n"
+"\"Path2D/PathFollow2D/Sprite\"\n"
+"# Points to the Sprite node and its \"texture\" resource.\n"
+"# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n"
+"# would retrieve both the Sprite node and the \"texture\" resource.\n"
+"\"Path2D/PathFollow2D/Sprite:texture\"\n"
+"# Points to the Sprite node and its \"position\" property.\n"
+"\"Path2D/PathFollow2D/Sprite:position\"\n"
+"# Points to the Sprite node and the \"x\" component of its \"position\" "
+"property.\n"
+"\"Path2D/PathFollow2D/Sprite:position:x\"\n"
+"# Absolute path (from \"root\")\n"
+"\"/root/Level/Path2D\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Returns a node path with a colon character ([code]:[/code]) prepended, "
+"transforming it to a pure property path with no node name (defaults to "
+"resolving from the current node).\n"
+"[codeblock]\n"
+"# This will be parsed as a node path to the \"x\" property in the "
+"\"position\" node\n"
+"var node_path = NodePath(\"position:x\")\n"
+"# This will be parsed as a node path to the \"x\" component of the "
+"\"position\" property in the current node\n"
+"var property_path = node_path.get_as_property_path()\n"
+"print(property_path) # :position:x\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Returns all subnames concatenated with a colon character ([code]:[/code]) as "
+"separator, i.e. the right side of the first colon in a node path.\n"
+"[codeblock]\n"
+"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the node name indicated by [code]idx[/code] (0 to [method "
+"get_name_count] - 1).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
+"print(node_path.get_name(0)) # Path2D\n"
+"print(node_path.get_name(1)) # PathFollow2D\n"
+"print(node_path.get_name(2)) # Sprite\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the number of node names which make up the path. Subnames (see [method "
+"get_subname_count]) are not included.\n"
+"For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the resource or property name indicated by [code]idx[/code] (0 to "
+"[method get_subname_count]).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(node_path.get_subname(0)) # texture\n"
+"print(node_path.get_subname(1)) # load_path\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Gets the number of resource or property names (\"subnames\") in the path. "
+"Each subname is listed after a colon character ([code]:[/code]) in the node "
+"path.\n"
+"For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] "
+"has 2 subnames."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid ""
+"Returns [code]true[/code] if the node path is absolute (as opposed to "
+"relative), which means that it starts with a slash character ([code]/[/"
+"code]). Absolute node paths can be used to access the root node ([code]\"/"
+"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
+"autoload was registered)."
+msgstr ""
+
+#: doc/classes/NodePath.xml
+msgid "Returns [code]true[/code] if the node path is empty."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "[OpenSimplexNoise] filled texture."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"Uses an [OpenSimplexNoise] to fill the texture data. You can specify the "
+"texture size but keep in mind that larger textures will take longer to "
+"generate and seamless noise only works with square sized textures.\n"
+"NoiseTexture can also generate normalmap textures.\n"
+"The class uses [Thread]s to generate the texture data internally, so [method "
+"Texture.get_data] may return [code]null[/code] if the generation process has "
+"not completed yet. In that case, you need to wait for the texture to be "
+"generated before accessing the data:\n"
+"[codeblock]\n"
+"var texture = preload(\"res://noise.tres\")\n"
+"yield(texture, \"changed\")\n"
+"var image = texture.get_data()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"If [code]true[/code], the resulting texture contains a normal map created "
+"from the original noise interpreted as a bump map."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"Strength of the bump maps used in this texture. A higher value will make the "
+"bump maps appear larger while a lower value will make them appear softer."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "Height of the generated texture."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "The [OpenSimplexNoise] instance used to generate the noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"An offset used to specify the noise space coordinate of the top left corner "
+"of the generated noise. This value is ignored if [member seamless] is "
+"enabled."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid ""
+"Whether the texture can be tiled without visible seams or not. Seamless "
+"textures take longer to generate.\n"
+"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
+"noise. This is due to the way noise uses higher dimensions for generating "
+"seamless noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml
+msgid "Width of the generated texture."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Base class for all non-built-in types."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Every class which is not a built-in type inherits from this class.\n"
+"You can construct Objects from scripting languages, using [code]Object.new()"
+"[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct "
+"Object\" node in VisualScript.\n"
+"Objects do not manage memory. If a class inherits from Object, you will have "
+"to delete instances of it manually. To do so, call the [method free] method "
+"from your script or delete the instance from C++.\n"
+"Some classes that extend Object add memory management. This is the case of "
+"[Reference], which counts references and deletes itself automatically when "
+"no longer referenced. [Node], another fundamental type, deletes all its "
+"children when freed from memory.\n"
+"Objects export properties, which are mainly useful for storage and editing, "
+"but not really so much in programming. Properties are exported in [method "
+"_get_property_list] and handled in [method _get] and [method _set]. However, "
+"scripting languages and C++ have simpler means to export them.\n"
+"Property membership can be tested directly in GDScript using [code]in[/"
+"code]:\n"
+"[codeblock]\n"
+"var n = Node2D.new()\n"
+"print(\"position\" in n) # Prints \"True\".\n"
+"print(\"other_property\" in n) # Prints \"False\".\n"
+"[/codeblock]\n"
+"The [code]in[/code] operator will evaluate to [code]true[/code] as long as "
+"the key exists, even if the value is [code]null[/code].\n"
+"Objects also receive notifications. Notifications are a simple way to notify "
+"the object about different events, so they can all be handled together. See "
+"[method _notification].\n"
+"[b]Note:[/b] Unlike references to a [Reference], references to an Object "
+"stored in a variable can become invalid without warning. Therefore, it's "
+"recommended to use [Reference] for data classes instead of [Object].\n"
+"[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using "
+"[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/"
+"code]. This bug only applies to Object itself, not any of its descendents "
+"like [Reference]."
+msgstr ""
+
+#: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
+msgid "When and how to avoid using nodes for everything"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Advanced exports using _get_property_list()"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method get].\n"
+"Returns the given property. Returns [code]null[/code] if the [code]property[/"
+"code] does not exist."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method get_property_list].\n"
+"Returns the object's property list as an [Array] of dictionaries.\n"
+"Each property's [Dictionary] must contain at least [code]name: String[/code] "
+"and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it "
+"can also include [code]hint: int[/code] (see [enum PropertyHint]), "
+"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
+"PropertyUsageFlags])."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Called when the object is initialized in memory. Can be defined to take in "
+"parameters, that are passed in when constructing.\n"
+"[b]Note:[/b] If [method _init] is defined with required parameters, then "
+"explicit construction is the only valid means of creating an Object of the "
+"class. If any other means (such as [method PackedScene.instance]) is used, "
+"then initialization will fail."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Called whenever the object receives a notification, which is identified in "
+"[code]what[/code] by a constant. The base [Object] has two constants "
+"[constant NOTIFICATION_POSTINITIALIZE] and [constant "
+"NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
+"notifications which are also received by this method."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method set].\n"
+"Sets a property. Returns [code]true[/code] if the [code]property[/code] "
+"exists."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method to_string], and thus the object's representation where it is "
+"converted to a string, e.g. with [code]print(obj)[/code].\n"
+"Returns a [String] representing the object. If not overridden, defaults to "
+"[code]\"[ClassName:RID]\"[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Adds a user-defined [code]signal[/code]. Arguments are optional, but can be "
+"added as an [Array] of dictionaries, each containing [code]name: String[/"
+"code] and [code]type: int[/code] (see [enum Variant.Type]) entries."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Calls the [code]method[/code] on the object and returns the result. This "
+"method supports a variable number of arguments, so parameters are passed as "
+"a comma separated list. Example:\n"
+"[codeblock]\n"
+"call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
+"defined by a built-in Godot node. This doesn't apply to user-defined methods "
+"where you should use the same convention as in the C# source (typically "
+"PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Calls the [code]method[/code] on the object during idle time. This method "
+"supports a variable number of arguments, so parameters are passed as a comma "
+"separated list. Example:\n"
+"[codeblock]\n"
+"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
+"defined by a built-in Godot node. This doesn't apply to user-defined methods "
+"where you should use the same convention as in the C# source (typically "
+"PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Calls the [code]method[/code] on the object and returns the result. "
+"Contrarily to [method call], this method does not support a variable number "
+"of arguments but expects all parameters to be via a single [Array].\n"
+"[codeblock]\n"
+"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the object can translate strings. See [method "
+"set_message_translation] and [method tr]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/"
+"code] object. Pass optional [code]binds[/code] to the call as an [Array] of "
+"parameters. These parameters will be passed to the method after any "
+"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
+"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
+"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
+"It will print an error if already connected, unless the signal was connected "
+"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
+"is_connected] to check for existing connections.\n"
+"If the [code]target[/code] is destroyed in the game's lifecycle, the "
+"connection will be lost.\n"
+"Examples:\n"
+"[codeblock]\n"
+"connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n"
+"connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit "
+"signal\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-"
+"defined signal\n"
+"[/codeblock]\n"
+"An example of the relationship between [code]binds[/code] passed to [method "
+"connect] and parameters used when calling [method emit_signal]:\n"
+"[codeblock]\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # "
+"weapon_type and damage are passed last\n"
+"emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed "
+"first\n"
+"func _on_Player_hit(hit_by, level, weapon_type, damage):\n"
+" print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, "
+"level, weapon_type, damage])\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
+"[code]target[/code].\n"
+"If you try to disconnect a connection that does not exist, the method will "
+"print an error. Use [method is_connected] to ensure that the connection "
+"exists."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Emits the given [code]signal[/code]. The signal must exist, so it should be "
+"a built-in signal of this class or one of its parent classes, or a user-"
+"defined signal. This method supports a variable number of arguments, so "
+"parameters are passed as a comma separated list. Example:\n"
+"[codeblock]\n"
+"emit_signal(\"hit\", weapon_type, damage)\n"
+"emit_signal(\"game_over\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Deletes the object from memory immediately. For [Node]s, you may want to use "
+"[method Node.queue_free] to queue the node for safe deletion at the end of "
+"the current frame.\n"
+"[b]Important:[/b] If you have a variable pointing to an object, it will "
+"[i]not[/i] be assigned to [code]null[/code] once the object is freed. "
+"Instead, it will point to a [i]previously freed instance[/i] and you should "
+"validate it with [method @GDScript.is_instance_valid] before attempting to "
+"call its methods or access its properties."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the [Variant] value of the given [code]property[/code]. If the "
+"[code]property[/code] doesn't exist, this will return [code]null[/code].\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's class as a [String]. See also [method is_class].\n"
+"[b]Note:[/b] [method get_class] does not take [code]class_name[/code] "
+"declarations into account. If the object has a [code]class_name[/code] "
+"defined, the base class name will be returned instead."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns an [Array] of dictionaries with information about signals that are "
+"connected to the object.\n"
+"Each [Dictionary] contains three String entries:\n"
+"- [code]source[/code] is a reference to the signal emitter.\n"
+"- [code]signal_name[/code] is the name of the connected signal.\n"
+"- [code]method_name[/code] is the name of the method to which the signal is "
+"connected."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Gets the object's property indexed by the given [NodePath]. The node path "
+"should be relative to the current object and can use the colon character "
+"([code]:[/code]) to access nested properties. Examples: [code]\"position:"
+"x\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n"
+"[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't "
+"support actual paths to [Node]s in the scene tree, only colon-separated sub-"
+"property paths. For the purpose of nodes, use [method Node."
+"get_node_and_resource] instead."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's unique instance ID.\n"
+"This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the "
+"object instance with [method @GDScript.instance_from_id]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns the object's metadata as a [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns the object's methods and their signatures as an [Array]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's property list as an [Array] of dictionaries.\n"
+"Each property's [Dictionary] contain at least [code]name: String[/code] and "
+"[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can "
+"also include [code]hint: int[/code] (see [enum PropertyHint]), "
+"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
+"PropertyUsageFlags])."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns the object's [Script] instance, or [code]null[/code] if none is "
+"assigned."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns an [Array] of connections for the given [code]signal[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns the list of signals as an [Array] of dictionaries."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if a metadata entry is found with the given "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the object contains the given [code]method[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the given user-defined [code]signal[/code] "
+"exists. Only signals added using [method add_user_signal] are taken into "
+"account."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Returns [code]true[/code] if signal emission blocking is enabled."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the object inherits from the given [code]class[/"
+"code]. See also [method get_class].\n"
+"[b]Note:[/b] [method is_class] does not take [code]class_name[/code] "
+"declarations into account. If the object has a [code]class_name[/code] "
+"defined, [method is_class] will return [code]false[/code] for that name."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
+"code], [code]target[/code], and [code]method[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns [code]true[/code] if the [method Node.queue_free] method was called "
+"for the object."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Send a given notification to the object, which will also trigger a call to "
+"the [method _notification] method of all classes that the object inherits "
+"from.\n"
+"If [code]reversed[/code] is [code]true[/code], [method _notification] is "
+"called first on the object's own class, and then up to its successive parent "
+"classes. If [code]reversed[/code] is [code]false[/code], [method "
+"_notification] is called first on the highest ancestor ([Object] itself), "
+"and then down to its successive inheriting classes."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Notify the editor that the property list has changed, so that editor plugins "
+"can take the new values into account. Does nothing on export builds."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Removes a given entry from the object's metadata. See also [method set_meta]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a new value to the given property. If the [code]property[/code] does "
+"not exist or the given value's type doesn't match, nothing will happen.\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "If set to [code]true[/code], signal emission is blocked."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a new value to the given property, after the current frame's physics "
+"step. This is equivalent to calling [method set] via [method call_deferred], "
+"i.e. [code]call_deferred(\"set\", property, value)[/code].\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a new value to the property identified by the [NodePath]. The node "
+"path should be relative to the current object and can use the colon "
+"character ([code]:[/code]) to access nested properties. Example:\n"
+"[codeblock]\n"
+"set_indexed(\"position\", Vector2(42, 0))\n"
+"set_indexed(\"position:y\", -10)\n"
+"print(position) # (42, -10)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Defines whether the object can translate strings (with calls to [method "
+"tr]). Enabled by default."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Adds, changes or removes a given entry in the object's metadata. Metadata "
+"are serialized and can take any [Variant] value.\n"
+"To remove a given entry from the object's metadata, use [method "
+"remove_meta]. Metadata is also removed if its value is set to [code]null[/"
+"code]. This means you can also use [code]set_meta(\"name\", null)[/code] to "
+"remove metadata for [code]\"name\"[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Assigns a script to the object. Each object can have a single script "
+"assigned to it, which are used to extend its functionality.\n"
+"If the object already had a script, the previous script instance will be "
+"freed and its variables and state will be lost. The new script's [method "
+"_init] method will be called."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Returns a [String] representing the object. If not overridden, defaults to "
+"[code]\"[ClassName:RID]\"[/code].\n"
+"Override the method [method _to_string] to customize the [String] "
+"representation."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Translates a message using translation catalogs configured in the Project "
+"Settings.\n"
+"Only works if message translation is enabled (which it is by default), "
+"otherwise it returns the [code]message[/code] unchanged. See [method "
+"set_message_translation]."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Emitted whenever the object's script is changed."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Called right when the object is initialized. Not available in script."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Called before the object is about to be deleted."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Connects a signal in deferred mode. This way, signal emissions are stored in "
+"a queue, then set on idle time."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "Persisting connections are saved when the object is serialized to file."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid "One-shot connections disconnect themselves after emission."
+msgstr ""
+
+#: doc/classes/Object.xml
+msgid ""
+"Connect a signal as reference-counted. This means that a given signal can be "
+"connected several times to the same target, and will only be fully "
+"disconnected once no references are left."
+msgstr ""
+
+#: doc/classes/Occluder.xml
+msgid "Allows [OccluderShape]s to be used for occlusion culling."
+msgstr ""
+
+#: doc/classes/Occluder.xml
+msgid ""
+"[Occluder]s that are placed within your scene will automatically cull "
+"objects that are hidden from view by the occluder. This can increase "
+"performance by decreasing the amount of objects drawn.\n"
+"[Occluder]s are totally dynamic, you can move them as you wish. This means "
+"you can for example, place occluders on a moving spaceship, and have it "
+"occlude objects as it flies past.\n"
+"You can place a large number of [Occluder]s within a scene. As it would be "
+"counterproductive to cull against hundreds of occluders, the system will "
+"automatically choose a selection of these for active use during any given "
+"frame, based a screen space metric. Larger occluders are favored, as well as "
+"those close to the camera. Note that a small occluder close to the camera "
+"may be a better occluder in terms of screen space than a large occluder far "
+"in the distance.\n"
+"The type of occlusion primitive is determined by the [OccluderShape] that "
+"you add to the [Occluder]. Some [OccluderShape]s may allow more than one "
+"primitive in a single, node, for greater efficiency.\n"
+"Although [Occluder]s work in general use, they also become even more "
+"powerful when used in conjunction with the portal system. Occluders are "
+"placed in rooms (based on their origin), and can block portals (and thus "
+"entire rooms) as well as objects from rendering."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid "Defines a 2D polygon for LightOccluder2D."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"Editor facility that helps you draw a 2D polygon used as resource for "
+"[LightOccluder2D]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D "
+"occludes the light coming from any direction. An opened OccluderPolygon2D "
+"occludes the light only at its outline's direction."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid "The culling mode to use."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"A [Vector2] array with the index for polygon's vertices positions.\n"
+"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
+"than a reference."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid "Culling is disabled. See [member cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"Culling is performed in the clockwise direction. See [member cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml
+msgid ""
+"Culling is performed in the counterclockwise direction. See [member "
+"cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderShape.xml
+msgid ""
+"Base class for shapes used for occlusion culling by the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShape.xml
+msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Polygon occlusion primitive for use with the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid ""
+"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
+"occlusion culling.\n"
+"The polygon must be a convex polygon. The polygon points can be created and "
+"deleted either in the Editor inspector or by calling "
+"[code]set_polygon_points[/code]. The points of the edges can be set by "
+"dragging the handles in the Editor viewport.\n"
+"Additionally each polygon occluder can optionally support a single hole. If "
+"you add at least three points in the Editor inspector to the hole, you can "
+"drag the edge points of the hole in the Editor viewport.\n"
+"In general, the lower the number of edges in polygons and holes, the faster "
+"the system will operate at runtime, so in most cases you will want to use 4 "
+"points for each."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Sets an individual hole point position."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Sets an individual polygon point position."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Allows changing the hole geometry from code."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid "Allows changing the polygon geometry from code."
+msgstr ""
+
+#: doc/classes/OccluderShapePolygon.xml
+msgid ""
+"Specifies whether the occluder should operate from both sides. If "
+"[code]false[/code], the occluder will operate one way only."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid "Spherical occlusion primitive for use with the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid ""
+"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
+"occlusion culling.\n"
+"This shape can include multiple spheres. These can be created and deleted "
+"either in the Editor inspector or by calling [code]set_spheres[/code]. The "
+"sphere positions can be set by dragging the handle in the Editor viewport. "
+"The radius can be set with the smaller handle."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid "Sets an individual sphere's position."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid "Sets an individual sphere's radius."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml
+msgid ""
+"The sphere data can be accessed as an array of [Plane]s. The position of "
+"each sphere is stored in the [code]normal[/code], and the radius is stored "
+"in the [code]d[/code] value of the plane."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "Omnidirectional light, such as a light bulb or a candle."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"An Omnidirectional light is a type of [Light] that emits light in all "
+"directions. The light is attenuated by distance and this attenuation can be "
+"configured by changing its energy, radius, and attenuation parameters.\n"
+"[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh "
+"[i]resource[/i] at once. Consider splitting your level into several meshes "
+"to decrease the likelihood that more than 32 lights will affect the same "
+"mesh resource. Splitting the level mesh will also improve frustum culling "
+"effectiveness, leading to greater performance. If you need to use more "
+"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
+"rendering/max_lights_per_object] at the cost of shader compilation times."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"The light's attenuation (drop-off) curve. A number of presets are available "
+"in the [b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"The light's radius. Note that the effectively lit area may appear to be "
+"smaller depending on the [member omni_attenuation] in use. No matter the "
+"[member omni_attenuation] in use, the light will never reach anything "
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "See [enum ShadowDetail]."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"The shadow rendering mode to use for this [OmniLight]. See [enum "
+"ShadowMode].\n"
+"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
+"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
+"series don't support cubemap shadows and will fall back to dual paraboloid "
+"shadows as a result."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
+"SHADOW_CUBE], but lower-quality."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid ""
+"Shadows are rendered to a cubemap. Slower than [constant "
+"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
+"feature support for depth cubemaps."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "Use more detail vertically when computing the shadow."
+msgstr ""
+
+#: doc/classes/OmniLight.xml
+msgid "Use more detail horizontally when computing the shadow."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Noise generator based on Open Simplex."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"This resource allows you to configure and sample a fractal noise space. Here "
+"is a brief usage example that configures an OpenSimplexNoise and gets "
+"samples at various positions and dimensions:\n"
+"[codeblock]\n"
+"var noise = OpenSimplexNoise.new()\n"
+"\n"
+"# Configure\n"
+"noise.seed = randi()\n"
+"noise.octaves = 4\n"
+"noise.period = 20.0\n"
+"noise.persistence = 0.8\n"
+"\n"
+"# Sample\n"
+"print(\"Values:\")\n"
+"print(noise.get_noise_2d(1.0, 1.0))\n"
+"print(noise.get_noise_3d(0.5, 3.0, 15.0))\n"
+"print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Generate a noise image in [constant Image.FORMAT_L8] format with the "
+"requested [code]width[/code] and [code]height[/code], based on the current "
+"noise parameters. If [code]noise_offset[/code] is specified, then the offset "
+"value is used as the coordinates of the top-left corner of the generated "
+"noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n"
+"[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/"
+"code] with fixed y-coordinate value 0.0."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Returns the 3D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Returns the 4D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Generate a tileable noise image in [constant Image.FORMAT_L8] format, based "
+"on the current noise parameters. Generated seamless images are always square "
+"([code]size[/code] × [code]size[/code]).\n"
+"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
+"noise. This is due to the way noise uses higher dimensions for generating "
+"seamless noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid "Difference in period between [member octaves]."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Number of OpenSimplex noise layers that are sampled to get the fractal "
+"noise. Higher values result in more detailed noise but take more time to "
+"generate.\n"
+"[b]Note:[/b] The maximum allowed value is 9."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Period of the base octave. A lower period results in a higher-frequency "
+"noise (more value changes across the same distance)."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Contribution factor of the different octaves. A [code]persistence[/code] "
+"value of 1 means all the octaves have the same contribution, a value of 0.5 "
+"means each octave contributes half as much as the previous one."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
+msgid ""
+"Seed used to generate random values, different seeds will generate different "
+"noise maps."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Button control that provides selectable options when pressed."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"OptionButton is a type button that provides a selectable list of items when "
+"pressed. The item selected becomes the \"current\" item and is displayed as "
+"the button text.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and "
+"(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item "
+"index will be used as the item's ID. New items are appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. "
+"If no [code]id[/code] is passed, the item index will be used as the item's "
+"ID. New items are appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Adds a separator to the list of items. Separators help to group items. "
+"Separator also takes up an index and is appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Clears all the items in the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the amount of items in the OptionButton, including separators."
+msgstr ""
+
+#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
+msgid "Returns the icon of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the ID of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the index of the item with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Retrieves the metadata of an item. Metadata may be any type and can be used "
+"to store extra information about an item, such as an external string ID."
+msgstr ""
+
+#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
+msgid "Returns the text of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Returns the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Gets the metadata of the selected item. Metadata for items can be set using "
+"[method set_item_metadata]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Removes the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Selects an item by index and makes it the current item. This will work even "
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Sets whether the item at index [code]idx[/code] is disabled.\n"
+"Disabled items are drawn differently in the dropdown and are not selectable "
+"by the user. If the current selected item is set as disabled, it will remain "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Sets the icon of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Sets the ID of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Sets the metadata of an item. Metadata may be of any type and can be used to "
+"store extra information about an item, such as an external string ID."
+msgstr ""
+
+#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
+msgid "Sets the text of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Sets the tooltip of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"The index of the currently selected item, or [code]-1[/code] if no item is "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Emitted when the user navigates to an item using the [code]ui_up[/code] or "
+"[code]ui_down[/code] actions. The index of the item selected is passed as "
+"argument."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Emitted when the current item has been changed by the user. The index of the "
+"item selected is passed as argument."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Default text [Color] of the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Text [Color] used when the [OptionButton] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"Text [Color] used when the [OptionButton] is focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Text [Color] used when the [OptionButton] is being hovered."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Text [Color] used when the [OptionButton] is being pressed."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"The horizontal space between the arrow icon and the right edge of the button."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "The horizontal space between [OptionButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[Font] of the [OptionButton]'s text."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "The arrow icon to be drawn on the right end of the button."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[StyleBox] used when the [OptionButton] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid ""
+"[StyleBox] used when the [OptionButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[StyleBox] used when the [OptionButton] is being hovered."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "Default [StyleBox] for the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml
+msgid "[StyleBox] used when the [OptionButton] is being pressed."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Operating System functions."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Operating System functions. OS wraps the most common functionality to "
+"communicate with the host operating system, such as the clipboard, video "
+"driver, date and time, timers, environment variables, execution of binaries, "
+"command line, etc."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Displays a modal dialog box using the host OS' facilities. Execution is "
+"blocked until the dialog is closed."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns [code]true[/code] if the host OS allows drawing."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the current host platform is using multiple "
+"threads."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Centers the window on the screen if in windowed mode."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Shuts down system MIDI driver.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Crashes the engine (or the editor if called within a [code]tool[/code] "
+"script). This should [i]only[/i] be used for testing the system's crash "
+"handler, not for any other purpose. For general error reporting, use (in "
+"order of preference) [method @GDScript.assert], [method @GDScript."
+"push_error] or [method alert]. See also [method kill]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Delays execution of the current thread by [code]msec[/code] milliseconds. "
+"[code]msec[/code] must be greater than or equal to [code]0[/code]. "
+"Otherwise, [method delay_msec] will do nothing and will print an error "
+"message.\n"
+"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
+"execution. To delay code execution in a non-blocking way, see [method "
+"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
+"delay the execution of code placed below the [code]yield[/code] without "
+"affecting the rest of the project (or editor, for [EditorPlugin]s and "
+"[EditorScript]s).\n"
+"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
+"freeze the project and will prevent it from redrawing and registering input "
+"until the delay has passed. When using [method delay_msec] as part of an "
+"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
+"the project if it is currently running (since the project is an independent "
+"child process)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Delays execution of the current thread by [code]usec[/code] microseconds. "
+"[code]usec[/code] must be greater than or equal to [code]0[/code]. "
+"Otherwise, [method delay_usec] will do nothing and will print an error "
+"message.\n"
+"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
+"execution. To delay code execution in a non-blocking way, see [method "
+"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
+"delay the execution of code placed below the [code]yield[/code] without "
+"affecting the rest of the project (or editor, for [EditorPlugin]s and "
+"[EditorScript]s).\n"
+"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
+"freeze the project and will prevent it from redrawing and registering input "
+"until the delay has passed. When using [method delay_usec] as part of an "
+"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
+"the project if it is currently running (since the project is an independent "
+"child process)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Dumps the memory allocation ringlist to a file (only works in debug).\n"
+"Entry format per line: \"Address - Size - Description\"."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Dumps all used resources to file (only works in debug).\n"
+"Entry format per line: \"Resource Type : Resource Location\".\n"
+"At the end of the file is a statistic of all used Resource Types."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Execute the file at the given path with the arguments passed as an array of "
+"strings. Platform path resolution will take place. The resolved file must "
+"exist and be executable.\n"
+"The arguments are used in the given order and separated by a space, so "
+"[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
+"code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's "
+"shell.\n"
+"This method has slightly different behavior based on whether the "
+"[code]blocking[/code] mode is enabled.\n"
+"If [code]blocking[/code] is [code]true[/code], the Godot thread will pause "
+"its execution while waiting for the process to terminate. The shell output "
+"of the process will be written to the [code]output[/code] array as a single "
+"string. When the process terminates, the Godot thread will resume "
+"execution.\n"
+"If [code]blocking[/code] is [code]false[/code], the Godot thread will "
+"continue while the new process runs. It is not possible to retrieve the "
+"shell output in non-blocking mode, so [code]output[/code] will be empty.\n"
+"On Windows, if [code]open_console[/code] is [code]true[/code] and process is "
+"console app, new terminal window will be opened, it's ignored on other "
+"platforms.\n"
+"The return value also depends on the blocking mode. When blocking, the "
+"method will return an exit code of the process. When non-blocking, the "
+"method returns a process ID, which you can use to monitor the process (and "
+"potentially terminate it with [method kill]). If the process forking (non-"
+"blocking) or opening (blocking) fails, the method will return [code]-1[/"
+"code] or another exit code.\n"
+"Example of blocking mode and retrieving the shell output:\n"
+"[codeblock]\n"
+"var output = []\n"
+"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
+"[/codeblock]\n"
+"Example of non-blocking mode, running another instance of the project and "
+"storing its process ID:\n"
+"[codeblock]\n"
+"var pid = OS.execute(OS.get_executable_path(), [], false)\n"
+"[/codeblock]\n"
+"If you wish to access a shell built-in or perform a composite command, a "
+"platform-specific shell can be invoked. For example:\n"
+"[codeblock]\n"
+"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows.\n"
+"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
+"specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the "
+"first argument, and the desired command as the second argument.\n"
+"[b]Note:[/b] To execute a PowerShell built-in command, specify "
+"[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as "
+"the first argument, and the desired command as the second argument.\n"
+"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
+"executable name in [code]path[/code], [code]-c[/code] as the first argument, "
+"and the desired command as the second argument."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the scancode of the given string (e.g. \"Escape\")."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the total number of available audio drivers."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the audio driver name for the given index."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the [i]global[/i] cache data directory according to the operating "
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the command-line arguments passed to the engine.\n"
+"Command-line arguments can be written in any form, including both [code]--"
+"key value[/code] and [code]--key=value[/code] forms so they can be properly "
+"parsed, as long as custom command-line arguments do not conflict with engine "
+"arguments.\n"
+"You can also incorporate environment variables using the [method "
+"get_environment] method.\n"
+"You can set [member ProjectSettings.editor/main_run_args] to define command-"
+"line arguments to be passed by the editor when running the project.\n"
+"Here's a minimal example on how to parse command-line arguments into a "
+"dictionary using the [code]--key=value[/code] form for arguments:\n"
+"[codeblock]\n"
+"var arguments = {}\n"
+"for argument in OS.get_cmdline_args():\n"
+" if argument.find(\"=\") > -1:\n"
+" var key_value = argument.split(\"=\")\n"
+" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Options without an argument will be present in the dictionary,\n"
+" # with the value set to an empty string.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the [i]global[/i] user configuration directory according to the "
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns an array of MIDI device names.\n"
+"The returned array will be empty if the system MIDI driver has not "
+"previously been initialised with [method open_midi_inputs].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the currently used video driver, using one of the values from [enum "
+"VideoDriver]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the [i]global[/i] user data directory according to the operating "
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_date_dict_from_system] instead.\n"
+"Returns current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
+"(Daylight Savings Time)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n"
+"Returns current datetime as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
+"(Daylight Savings Time), [code]hour[/code], [code]minute[/code], "
+"[code]second[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n"
+"Gets a dictionary of time values corresponding to the given UNIX epoch time "
+"(in seconds).\n"
+"The returned Dictionary's values will be the same as [method get_datetime], "
+"with the exception of Daylight Savings Time as it cannot be determined from "
+"the epoch."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
+"display cutout or notch. These are non-functional areas on edge-to-edge "
+"screens used by cameras and sensors. Returns an empty array if the device "
+"does not have cutouts. See also [method get_window_safe_area].\n"
+"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
+"return an empty array even if they do have display cutouts or notches."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the total amount of dynamic memory used (only works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the value of an environment variable. Returns an empty string if the "
+"environment variable doesn't exist.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the path to the current engine executable."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"With this function, you can get the list of dangerous permissions that have "
+"been granted to the Android application.\n"
+"[b]Note:[/b] This method is implemented on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the IME cursor position (the currently-edited portion of the string) "
+"relative to the characters in the composition string.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
+"notify it of changes to the IME cursor position.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the IME intermediate composition string.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
+"notify it of changes to the IME composition string.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current latin keyboard variant as a String.\n"
+"Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/"
+"code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/"
+"code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns "
+"[code]\"QWERTY\"[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the host OS locale as a string of the form "
+"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
+"language code and not the fully specified locale from the OS, you can use "
+"[method get_locale_language].\n"
+"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
+"List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
+"[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/"
+"ISO_15924]script code[/url], in title case.\n"
+"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
+"wiki/ISO_3166-1]country code[/url], in upper case.\n"
+"[code]VARIANT[/code] - optional, language variant, region and sort order. "
+"Variant can have any number of underscored keywords.\n"
+"[code]extra[/code] - optional, semicolon separated list of additional key "
+"words. Currency, calendar, sort order and numbering system information."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/"
+"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be "
+"consistent on all platforms. This is equivalent to extracting the "
+"[code]language[/code] part of the [method get_locale] string.\n"
+"This can be used to narrow down fully specified locale strings to only the "
+"\"common\" language code, when you don't need the additional information "
+"about country code or variants. For example, for a French Canadian user with "
+"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the ID of the main thread. See [method get_thread_caller_id].\n"
+"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
+"application restarts."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the model name of the current device.\n"
+"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
+"[code]\"GenericDevice\"[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the host OS. Possible values are: [code]\"Android\"[/"
+"code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], "
+"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
+"[code]\"X11\"[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns internal structure pointers for use in GDNative plugins.\n"
+"[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
+"soon be supported)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the amount of battery left in the device as a percentage. Returns "
+"[code]-1[/code] if power state is unknown.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns an estimate of the time left in seconds before the device runs out "
+"of battery. Returns [code]-1[/code] if power state is unknown.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current state of the device regarding battery and power. See "
+"[enum PowerState] constants.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the project's process ID.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the number of [i]logical[/i] CPU cores available on the host "
+"machine. On CPUs with HyperThreading enabled, this number will be greater "
+"than the number of [i]physical[/i] CPU cores."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
+"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
+"string."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the window size including decorations like window borders."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the given scancode as a string (e.g. Return values: "
+"[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
+"See also [member InputEventKey.scancode] and [method InputEventKey."
+"get_scancode_with_modifiers]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the number of displays attached to the host machine."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the dots per inch density of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
+"scaling mode is used.\n"
+"[b]Note:[/b] On Android devices, the actual screen densities are grouped "
+"into six generalized densities:\n"
+"[codeblock]\n"
+" ldpi - 120 dpi\n"
+" mdpi - 160 dpi\n"
+" hdpi - 240 dpi\n"
+" xhdpi - 320 dpi\n"
+" xxhdpi - 480 dpi\n"
+"xxxhdpi - 640 dpi\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
+"Windows. Returns [code]72[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Return the greatest scale factor of all screens.\n"
+"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at "
+"least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all "
+"other cases.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the position of the specified screen by index. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current refresh rate of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
+"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
+"will always return [code]-1.0[/code] as there is no way to retrieve the "
+"refresh rate on that platform.\n"
+"To fallback to a default refresh rate if the method fails, try:\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Return the scale factor of the specified screen by index. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
+"screen, and [code]1.0[/code] for all other cases.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the dimensions in pixels of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the amount of time in milliseconds it took for the boot logo to "
+"appear."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the maximum amount of static memory used (only works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the amount of static memory being used by the program in bytes (only "
+"works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the actual path to commonly used folders across different platforms. "
+"Available locations are specified in [enum SystemDir].\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
+"Windows.\n"
+"[b]Note:[/b] Shared storage is implemented on Android and allows to "
+"differentiate between app specific and shared directories. Shared "
+"directories have additional restrictions on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the epoch time of the operating system in milliseconds."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the epoch time of the operating system in seconds."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the total number of available tablet drivers.\n"
+"[b]Note:[/b] This method is implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the tablet driver name for the given index.\n"
+"[b]Note:[/b] This method is implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the ID of the current thread. This can be used in logs to ease "
+"debugging of multi-threaded applications.\n"
+"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
+"application restarts."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_ticks_msec] instead.\n"
+"Returns the amount of time passed in milliseconds since the engine started."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_ticks_usec] instead.\n"
+"Returns the amount of time passed in microseconds since the engine started."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Deprecated, use [method Time.get_time_dict_from_system] instead.\n"
+"Returns current time as a dictionary of keys: hour, minute, second."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current time zone as a dictionary with the keys: bias and name."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns a string that is unique to the device.\n"
+"[b]Note:[/b] This string may change without notice if the user reinstalls/"
+"upgrades their operating system or changes their hardware. This means it "
+"should generally not be used to encrypt persistent data as the data saved "
+"before an unexpected ID change would become inaccessible. The returned "
+"string may also be falsified using external programs, so do not rely on the "
+"string returned by [method get_unique_id] for security purposes.\n"
+"[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't "
+"implemented on those platforms yet."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the current UNIX epoch timestamp in seconds.\n"
+"[b]Important:[/b] This is the system clock that the user can manually set. "
+"[b]Never use[/b] this method for precise time calculation since its results "
+"are also subject to automatic adjustments by the operating system. [b]Always "
+"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
+"calculation instead, since they are guaranteed to be monotonic (i.e. never "
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Gets an epoch time value from a dictionary of time values.\n"
+"[code]datetime[/code] must be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], [code]second[/code].\n"
+"If the dictionary is empty [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the UNIX epoch timestamp "
+"0 (1970-01-01 at 00:00:00 UTC).\n"
+"You can pass the output from [method get_datetime_from_unix_time] directly "
+"into this function. Daylight Savings Time ([code]dst[/code]), if present, is "
+"ignored."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the absolute directory path where user data is written ([code]user://"
+"[/code]).\n"
+"On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/"
+"code], or [code]~/.local/share/[custom_name][/code] if "
+"[code]use_custom_user_dir[/code] is set.\n"
+"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
+"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
+"code] if [code]use_custom_user_dir[/code] is set.\n"
+"On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/"
+"code], or [code]%APPDATA%\\[custom_name][/code] if "
+"[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to "
+"[code]%USERPROFILE%\\AppData\\Roaming[/code].\n"
+"If the project name is empty, [code]user://[/code] falls back to [code]res://"
+"[/code].\n"
+"Not to be confused with [method get_data_dir], which returns the [i]global[/"
+"i] (non-project-specific) user data directory."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns the number of video drivers supported on the current platform."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the name of the video driver matching the given [code]driver[/code] "
+"index. This index is a value from [enum VideoDriver], and you can use "
+"[method get_current_video_driver] to get the current backend's index."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
+"keyboard or if it is currently hidden."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns unobscured area of the window where interactive controls should be "
+"rendered."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add "
+"item to the macOS dock icon menu.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Add a separator between items. Separators also occupy an index.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Clear the global menu, in effect removing all items.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Removes the item at index \"idx\" from the global menu. Note that the "
+"indexes of items after the removed item are going to be shifted by one.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Returns [code]true[/code] if there is content on the clipboard."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the environment variable with the name "
+"[code]variable[/code] exists.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the feature for the given feature tag is "
+"supported in the currently running instance, depending on the platform, "
+"build etc. Can be used to check whether you're currently running a debug "
+"build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/"
+"tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more "
+"details.\n"
+"[b]Note:[/b] Tag names are case-sensitive."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the device has a touchscreen or emulates one."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the platform has a virtual keyboard, "
+"[code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the Godot binary used to run the project is a "
+"[i]debug[/i] export template, or when running in the editor.\n"
+"Returns [code]false[/code] if the Godot binary used to run the project is a "
+"[i]release[/i] export template.\n"
+"To check whether the Godot binary used to run the project is an export "
+"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
+"instead."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
+"and [b]Cancel[/b] on the right."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
+"still running or [code]false[/code] if it has terminated.\n"
+"Must be a valid ID generated from [method execute].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
+"character."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the engine was executed with [code]-v[/code] "
+"(verbose stdout)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the [code]user://[/code] file system is persistent, so "
+"that its state is the same after a player quits and starts the game again. "
+"Relevant to the HTML5 platform, where this persistence may be unavailable."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the window should always be on top of other "
+"windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if the window is currently focused.\n"
+"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
+"will always return [code]true[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns active keyboard layout index.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the number of keyboard layouts.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
+"[code]index[/code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns the localized name of the keyboard layout at position [code]index[/"
+"code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Converts a physical (US QWERTY) [code]scancode[/code] to one in the active "
+"keyboard layout.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets active keyboard layout.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Kill (terminate) the process identified by the given process ID ([code]pid[/"
+"code]), e.g. the one returned by [method execute] in non-blocking mode. See "
+"also [method crash].\n"
+"[b]Note:[/b] This method can also be used to kill processes that were not "
+"spawned by the game.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Moves the file or directory to the system's recycle bin. See also [method "
+"Directory.remove].\n"
+"The method takes only global paths, so you may need to use [method "
+"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
+"code] as it will not work in exported project.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Moves the window to the front.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Returns [code]true[/code] if native video is playing.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Pauses native video playback.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Plays native video from the specified path, at the given volume and with "
+"audio and subtitle tracks.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Stops native video playback.\n"
+"[b]Note:[/b] This method is implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Resumes native video playback.\n"
+"[b]Note:[/b] This method is implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Initialises the singleton for the system MIDI driver.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Shows all resources in the game. Optionally, the list can be written to a "
+"file by specifying a file path in [code]tofile[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Shows the list of loaded textures sorted by size in memory."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Shows the number of resources loaded by the game of the given types."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Shows all resources currently used by the game."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Request the user attention to the window. It'll flash the taskbar button on "
+"Windows or bounce the dock icon on OSX.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
+"to request permission for [code]RECORD_AUDIO[/code] on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"With this function, you can request dangerous permissions since normal "
+"permissions are automatically granted at install time in Android "
+"applications.\n"
+"[b]Note:[/b] This method is implemented on Android."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the value of the environment variable [code]variable[/code] to "
+"[code]value[/code]. The environment variable will be set for the Godot "
+"process and any process executed with [method execute] after running [method "
+"set_environment]. The environment variable will [i]not[/i] persist to "
+"processes run after the Godot process was terminated.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the game's icon using an [Image] resource.\n"
+"The same image is used for window caption, taskbar/dock and window selection "
+"dialog. Image is scaled as needed.\n"
+"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets whether IME input mode should be enabled.\n"
+"If active IME handles key events before the application and creates an "
+"composition string and suggestion list.\n"
+"Application can retrieve the composition status by using [method "
+"get_ime_selection] and [method get_ime_text] functions.\n"
+"Completed composition string is committed when input is finished.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets position of IME suggestion list popup (in window coordinates).\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the game's icon using a multi-size platform-specific icon file ([code]*."
+"ico[/code] on Windows and [code]*.icns[/code] on macOS).\n"
+"Appropriate size sub-icons are used for window caption, taskbar/dock and "
+"window selection dialog.\n"
+"[b]Note:[/b] This method is implemented on macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Sets the name of the current thread."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets whether the window should always be on top.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets a polygonal region of the window which accepts mouse events. Mouse "
+"events outside the region will be passed through.\n"
+"Passing an empty array will disable passthrough support (all mouse events "
+"will be intercepted by the window, which is the default behavior).\n"
+"[codeblock]\n"
+"# Set region, using Path2D node.\n"
+"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
+"\n"
+"# Set region, using Polygon2D node.\n"
+"OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
+"\n"
+"# Reset region to default.\n"
+"OS.set_window_mouse_passthrough([])\n"
+"[/codeblock]\n"
+"[b]Note:[/b] On Windows, the portion of a window that lies outside the "
+"region is not drawn, while on Linux and macOS it is.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Sets the window title to the specified string.\n"
+"[b]Note:[/b] This should be used sporadically. Don't set this every frame, "
+"as that will negatively affect performance on some window managers.\n"
+"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Requests the OS to open a resource with the most appropriate program. For "
+"example:\n"
+"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
+"opens the file explorer at the user's Downloads folder.\n"
+"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
+"web browser on the official Godot website.\n"
+"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
+"default email client with the \"To\" field set to [code]example@example.com[/"
+"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
+"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
+"added.\n"
+"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
+"or [code]user://[/code] path into a system path for use with this method.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
+"and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Shows the virtual keyboard if the platform has one.\n"
+"The [code]existing_text[/code] parameter is useful for implementing your own "
+"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
+"already been typed (the virtual keyboard uses it for auto-correct and "
+"predictions).\n"
+"The [code]multiline[/code] parameter needs to be set to [code]true[/code] to "
+"be able to enter multiple lines of text, as in [TextEdit].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS and UWP."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The clipboard from the host OS. Might be unavailable on some platforms."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The current screen index (starting from 0)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the engine filters the time delta measured between "
+"each frame, and attempts to compensate for random variation. This will only "
+"operate on systems where V-Sync is active."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The exit code passed to the OS when the main loop exits. By convention, an "
+"exit code of [code]0[/code] indicates success whereas a non-zero exit code "
+"indicates an error. For portability reasons, the exit code should be set "
+"between 0 and 125 (inclusive).\n"
+"[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] "
+"with an [code]exit_code[/code] argument passed."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the engine tries to keep the screen on while the game "
+"is running. Useful on mobile."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the engine optimizes for low processor usage by only "
+"refreshing the screen if needed. Can improve battery consumption on mobile."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The amount of sleeping between frames when the low-processor usage mode is "
+"enabled (in microseconds). Higher values will result in lower CPU usage."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The maximum size of the window (without counting window manager "
+"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
+"reset to the system default value."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The minimum size of the window in pixels (without counting window manager "
+"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
+"reset to the system's default value.\n"
+"[b]Note:[/b] By default, the project window has a minimum size of "
+"[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the "
+"window is resized to a near-zero size."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The current screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The current tablet driver in use."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating "
+"system's window compositor will be used for vsync when the compositor is "
+"enabled and the game is in windowed mode.\n"
+"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
+"experienced by some users. However, some users have experienced a Vsync "
+"framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n"
+"[b]Note:[/b] This property is only implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], removes the window frame.\n"
+"[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] "
+"disables per-pixel transparency."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is fullscreen."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is maximized."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is minimized."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"If [code]true[/code], the window background is transparent and the window "
+"frame is removed.\n"
+"Use [code]get_tree().get_root().set_transparent_background(true)[/code] to "
+"disable main viewport background rendering.\n"
+"[b]Note:[/b] This property has no effect if [member ProjectSettings.display/"
+"window/per_pixel_transparency/allowed] setting is disabled.\n"
+"[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, "
+"and Android. It can't be changed at runtime for Android. Use [member "
+"ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at "
+"startup instead."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The window position relative to the screen, the origin is the top left "
+"corner, +Y axis goes to the bottom and +X axis goes to the right."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "If [code]true[/code], the window is resizable by the user."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "The size of the window (without counting window manager decorations)."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL "
+"2.1 on desktop platforms and WebGL 1.0 on the web."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL "
+"3.3 on desktop platforms and WebGL 2.0 on the web."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Sunday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Monday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Tuesday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Wednesday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Thursday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Friday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Saturday."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "January."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "February."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "March."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "April."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "May."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "June."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "July."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "August."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "September."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "October."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "November."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "December."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Application handle:\n"
+"- Windows: [code]HINSTANCE[/code] of the application\n"
+"- MacOS: [code]NSApplication*[/code] of the application (not yet "
+"implemented)\n"
+"- Android: [code]JNIEnv*[/code] of the application (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Display handle:\n"
+"- Linux: [code]X11::Display*[/code] for the display"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Window handle:\n"
+"- Windows: [code]HWND[/code] of the main window\n"
+"- Linux: [code]X11::Window*[/code] of the main window\n"
+"- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n"
+"- Android: [code]jObject[/code] the main android activity (not yet "
+"implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"Window view:\n"
+"- Windows: [code]HDC[/code] of the main window drawing context\n"
+"- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid ""
+"OpenGL Context:\n"
+"- Windows: [code]HGLRC[/code]\n"
+"- Linux: [code]X11::GLXContext[/code]\n"
+"- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Landscape screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Portrait screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Reverse landscape screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Reverse portrait screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Uses landscape or reverse landscape based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Uses portrait or reverse portrait based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Uses most suitable orientation based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Desktop directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "DCIM (Digital Camera Images) directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Documents directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Downloads directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Movies directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Music directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Pictures directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Ringtones directory path."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Unknown powerstate."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Unplugged, running on battery."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Plugged in, no battery available."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Plugged in, battery charging."
+msgstr ""
+
+#: doc/classes/OS.xml
+msgid "Plugged in, battery fully charged."
+msgstr ""
+
+#: doc/classes/PackedDataContainerRef.xml
+msgid "Reference version of [PackedDataContainer]."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid "An abstraction of a serialized scene."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"A simplified interface to a scene file. Provides access to operations and "
+"checks that can be performed on the scene resource itself.\n"
+"Can be used to save a node to a file. When saving, the node as well as all "
+"the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n"
+"[b]Note:[/b] The node doesn't need to own itself.\n"
+"[b]Example of loading a saved scene:[/b]\n"
+"[codeblock]\n"
+"# Use `load()` instead of `preload()` if the path isn't known at compile-"
+"time.\n"
+"var scene = preload(\"res://scene.tscn\").instance()\n"
+"# Add the node as a child of the node the script is attached to.\n"
+"add_child(scene)\n"
+"[/codeblock]\n"
+"[b]Example of saving a node with different owners:[/b] The following example "
+"creates 3 objects: [code]Node2D[/code] ([code]node[/code]), "
+"[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/"
+"code] ([code]collision[/code]). [code]collision[/code] is a child of "
+"[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/"
+"code] is owned by [code]node[/code] and [code]pack[/code] will therefore "
+"only save those two nodes, but not [code]collision[/code].\n"
+"[codeblock]\n"
+"# Create the objects.\n"
+"var node = Node2D.new()\n"
+"var rigid = RigidBody2D.new()\n"
+"var collision = CollisionShape2D.new()\n"
+"\n"
+"# Create the object hierarchy.\n"
+"rigid.add_child(collision)\n"
+"node.add_child(rigid)\n"
+"\n"
+"# Change owner of `rigid`, but not of `collision`.\n"
+"rigid.owner = node\n"
+"\n"
+"var scene = PackedScene.new()\n"
+"# Only `node` and `rigid` are now packed.\n"
+"var result = scene.pack(node)\n"
+"if result == OK:\n"
+" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or "
+"\"user://...\"\n"
+" if error != OK:\n"
+" push_error(\"An error occurred while saving the scene to disk.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid "Returns [code]true[/code] if the scene file has nodes."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"Returns the [code]SceneState[/code] representing the scene file contents."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"Instantiates the scene's node hierarchy. Triggers child scene "
+"instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
+"notification on the root node."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"Pack will ignore any sub-nodes not owned by given node. See [member Node."
+"owner]."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"A dictionary representation of the scene contents.\n"
+"Available keys include \"rnames\" and \"variants\" for resources, "
+"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
+"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
+"connections, and \"version\" for the format style of the PackedScene."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid "If passed to [method instance], blocks edits to the scene state."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"If passed to [method instance], provides local scene resources to the local "
+"scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"If passed to [method instance], provides local scene resources to the local "
+"scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/PackedScene.xml
+msgid ""
+"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
+"scene is being instantiated to be the base of another one.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Abstraction and base class for packet-based protocols."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"PacketPeer is an abstraction and base class for packet-based protocols (such "
+"as UDP). It provides an API for sending and receiving packets both as raw "
+"data or variables. This makes it easy to transfer data over a protocol, "
+"without having to encode data as low-level bytes or having to worry about "
+"network ordering."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Returns the number of packets currently available in the ring-buffer."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Gets a raw packet."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Returns the error state of the last packet received (via [method get_packet] "
+"and [method get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Gets a Variant. If [code]allow_objects[/code] (or [member "
+"allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid "Sends a raw packet."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member "
+"allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
+"(and can potentially include code)."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
+"parameters instead.\n"
+"If [code]true[/code], the PacketPeer will allow encoding and decoding of "
+"object via [method get_var] and [method put_var].\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml
+msgid ""
+"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
+"support heavier memory allocations.\n"
+"The [method put_var] method allocates memory on the stack, and the buffer "
+"used will grow automatically to the closest power of two to match the size "
+"of the [Variant]. If the [Variant] is bigger than "
+"[code]encode_buffer_max_size[/code], the method will error out with "
+"[constant ERR_OUT_OF_MEMORY]."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "DTLS packet peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"This class represents a DTLS peer connection. It can be used to connect to a "
+"DTLS server, and is returned by [method DTLSServer.take_connection].\n"
+"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
+"currently not supported. Revoked certificates are accepted as long as they "
+"are otherwise valid. If this is a concern, you may want to use automatically "
+"managed certificates with a short validity period."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"Connects a [code]peer[/code] beginning the DTLS handshake using the "
+"underlying [PacketPeerUDP] which must be connected (see [method "
+"PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is "
+"[code]true[/code], [PacketPeerDTLS] will validate that the certificate "
+"presented by the remote peer and match it with the [code]for_hostname[/code] "
+"argument. You can specify a custom [X509Certificate] to use for validation "
+"via the [code]valid_certificate[/code] argument."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "Disconnects this peer, terminating the DTLS session."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
+msgid "Returns the status of the connection. See [enum Status] for values."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"Poll the connection to check for incoming packets. Call this frequently to "
+"update the status and keep the connection working."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "A status representing a [PacketPeerDTLS] that is disconnected."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"A status representing a [PacketPeerDTLS] that is currently performing the "
+"handshake with a remote peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid "A status representing a [PacketPeerDTLS] in a generic error state."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml
+msgid ""
+"An error status that shows a mismatch in the DTLS certificate domain "
+"presented by the host and the domain requested for validation."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml
+msgid "Wrapper to use a PacketPeer over a StreamPeer."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml
+msgid ""
+"PacketStreamPeer provides a wrapper for working using packets over a stream. "
+"This allows for using packet based code with StreamPeers. PacketPeerStream "
+"implements a custom protocol over the StreamPeer, so the user should not "
+"read or write to the wrapped StreamPeer directly."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml
+msgid "The wrapped [StreamPeer] object."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid "UDP packet peer."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Calling this method connects this UDP peer to the given [code]host[/code]/"
+"[code]port[/code] pair. UDP is in reality connectionless, so this option "
+"only means that incoming packets from different addresses are automatically "
+"discarded, and that outgoing packets are always sent to the connected "
+"address (future calls to [method set_dest_address] are not allowed). This "
+"method does not send any data to the remote peer, to do that, use [method "
+"PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also "
+"[UDPServer].\n"
+"[b]Note:[/b] Connecting to the remote peer does not help to protect from "
+"malicious attacks like IP spoofing, etc. Think about using an encryption "
+"technique like SSL or DTLS if you feel like your application is transferring "
+"sensitive information."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Returns the IP of the remote peer that sent the last packet(that was "
+"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Returns the port of the remote peer that sent the last packet(that was "
+"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Returns [code]true[/code] if the UDP socket is open and has been connected "
+"to a remote address. See [method connect_to_host]."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid "Returns whether this [PacketPeerUDP] is listening."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Joins the multicast group specified by [code]multicast_address[/code] using "
+"the interface identified by [code]interface_name[/code].\n"
+"You can join the same multicast group with multiple interfaces. Use [method "
+"IP.get_local_interfaces] to know which are available.\n"
+"[b]Note:[/b] Some Android devices might require the "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Removes the interface identified by [code]interface_name[/code] from the "
+"multicast group specified by [code]multicast_address[/code]."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to "
+"[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n"
+"If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the "
+"peer will listen on all available addresses (both IPv4 and IPv6).\n"
+"If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) "
+"or [code]\"::\"[/code] (for IPv6), the peer will listen on all available "
+"addresses matching that IP type.\n"
+"If [code]bind_address[/code] is set to any valid address (e.g. "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
+"only listen on the interface with that addresses (or fail if no interface "
+"with the given address exists)."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Enable or disable sending of broadcast packets (e.g. "
+"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
+"disabled by default.\n"
+"[b]Note:[/b] Some Android devices might require the "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
+"enabled to receive broadcast packets too."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Sets the destination address and port for sending packets and variables. A "
+"hostname will be resolved using DNS if needed.\n"
+"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
+"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml
+msgid ""
+"Waits for a packet to arrive on the listening port. See [method listen].\n"
+"[b]Note:[/b] [method wait] can't be interrupted once it has been called. "
+"This can be worked around by allowing the other party to send a specific "
+"\"death pill\" packet like this:\n"
+"[codeblock]\n"
+"# Server\n"
+"socket.set_dest_address(\"127.0.0.1\", 789)\n"
+"socket.put_packet(\"Time to stop\".to_ascii())\n"
+"\n"
+"# Client\n"
+"while socket.wait() == OK:\n"
+" var data = socket.get_packet().get_string_from_ascii()\n"
+" if data == \"Time to stop\":\n"
+" return\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid "Provides an opaque background for [Control] children."
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid ""
+"Panel is a [Control] that displays an opaque background. It's commonly used "
+"as a parent and container for other types of [Control] nodes."
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid "2D Finite State Machine Demo"
+msgstr ""
+
+#: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
+msgid "3D Inverse Kinematics Demo"
+msgstr ""
+
+#: doc/classes/Panel.xml
+msgid "The style of this [Panel]."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml
+msgid "Panel container type."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml
+msgid ""
+"Panel container type. This container fits controls inside of the delimited "
+"area of a stylebox. It's useful for giving controls an outline."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml
+msgid "The style of [PanelContainer]'s background."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml
+msgid "A type of [Sky] used to draw a background texture."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml
+msgid ""
+"A resource referenced in an [Environment] that is used to draw a background. "
+"The Panorama sky functions similar to skyboxes in other engines, except it "
+"uses an equirectangular sky map instead of a cube map.\n"
+"Using an HDR panorama is strongly recommended for accurate, high-quality "
+"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
+"([code].exr[/code]) image formats for this purpose.\n"
+"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
+"cubemap_to_panorama.html]this tool[/url] to convert a cube map to an "
+"equirectangular sky map."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml
+msgid "[Texture] to be applied to the PanoramaSky."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid "A node used to create a parallax scrolling background."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create "
+"a parallax effect. Each [ParallaxLayer] can move at a different speed using "
+"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
+"2D game. If not used with a [Camera2D], you must manually calculate the "
+"[member scroll_offset]."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid "The base position offset for all [ParallaxLayer] children."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid "The base motion scale for all [ParallaxLayer] children."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
+"the zoom level of the camera."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"Top-left limits for scrolling to begin. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be lower than [member "
+"scroll_limit_end] to work."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"Bottom-right limits for scrolling to end. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be higher than [member "
+"scroll_limit_begin] to work."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml
+msgid ""
+"The ParallaxBackground's scroll value. Calculated automatically when using a "
+"[Camera2D], but can be used to manually manage scrolling when no camera is "
+"present."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
+"ParallaxLayer can be set to move at different speeds relative to the camera "
+"movement or the [member ParallaxBackground.scroll_offset] value.\n"
+"This node's children will be affected by its scroll offset.\n"
+"[b]Note:[/b] Any changes to this node's position and scale made after it "
+"enters the scene will be ignored."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite "
+"scrolling background. If an axis is set to [code]0[/code], the [Texture] "
+"will not be mirrored."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
+"[member ParallaxBackground.scroll_offset]."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml
+msgid ""
+"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
+"it will not scroll."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "GPU-based 3D particle emitter."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"3D particle node used to create a variety of particle systems and effects. "
+"[Particles] features an emitter that generates some number of particles at a "
+"given rate.\n"
+"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
+"to configure particle appearance and behavior. Alternatively, you can add a "
+"[ShaderMaterial] which will be applied to all particles.\n"
+"[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using "
+"the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] "
+"to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu "
+"at the top of the 3D editor viewport then choosing [b]Convert to "
+"CPUParticles[/b].\n"
+"[b]Note:[/b] On macOS, [Particles] rendering is much slower than "
+"[CPUParticles] due to transform feedback being implemented on the CPU "
+"instead of the GPU. Consider using [CPUParticles] instead when targeting "
+"macOS.\n"
+"[b]Note:[/b] After working on a Particles node, remember to update its "
+"[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu "
+"at the top of the 3D editor viewport then choose [b]Generate Visibility "
+"AABB[/b]. Otherwise, particles may suddenly disappear depending on the "
+"camera position and angle."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Controlling thousands of fish with Particles"
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Returns the axis-aligned bounding box that contains all the particles that "
+"are active in the current frame."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Restarts the particle emission, clearing existing particles."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the first draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the second draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the third draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "[Mesh] that is drawn for the fourth draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "The number of draw passes when rendering particles."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Time ratio between each emission. If [code]0[/code], particles are emitted "
+"continuously. If [code]1[/code], all particles are emitted simultaneously."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"If [code]true[/code], only [code]amount[/code] particles will be emitted."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Amount of time to preprocess the particles before animation starts. Lets you "
+"start the animation some time after particles have started emitting."
+msgstr ""
+
+#: doc/classes/Particles.xml doc/classes/Particles2D.xml
+msgid ""
+"[Material] for processing particles. Can be a [ParticlesMaterial] or a "
+"[ShaderMaterial]."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Emission randomness ratio."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
+"particles."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid ""
+"The [AABB] that determines the node's region which needs to be visible on "
+"screen for the particle system to be active.\n"
+"Grow the box if particles suddenly appear/disappear when the node enters/"
+"exits the screen. The [AABB] can be grown via code or with the [b]Particles "
+"→ Generate AABB[/b] editor tool.\n"
+"[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast "
+"shadows, you may want to enlarge this AABB to ensure the shadow is updated "
+"when particles are off-screen."
+msgstr ""
+
+#: doc/classes/Particles.xml
+msgid "Maximum number of draw passes supported."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "GPU-based 2D particle emitter."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D particle node used to create a variety of particle systems and effects. "
+"[Particles2D] features an emitter that generates some number of particles at "
+"a given rate.\n"
+"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
+"to configure particle appearance and behavior. Alternatively, you can add a "
+"[ShaderMaterial] which will be applied to all particles.\n"
+"[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using "
+"the GLES2 renderer, use [CPUParticles2D] instead. You can convert "
+"[Particles2D] to [CPUParticles2D] by selecting the node, clicking the "
+"[b]Particles[/b] menu at the top of the 2D editor viewport then choosing "
+"[b]Convert to CPUParticles2D[/b].\n"
+"[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than "
+"[CPUParticles2D] due to transform feedback being implemented on the CPU "
+"instead of the GPU. Consider using [CPUParticles2D] instead when targeting "
+"macOS.\n"
+"[b]Note:[/b] After working on a Particles node, remember to update its "
+"[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu "
+"at the top of the 2D editor viewport then choose [b]Generate Visibility "
+"Rect[/b]. Otherwise, particles may suddenly disappear depending on the "
+"camera position and angle.\n"
+"[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the "
+"texture region defined in [AtlasTexture]s."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "Particle systems (2D)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "Returns a rectangle containing the positions of all existing particles."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid "Restarts all the existing particles."
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"The [Rect2] that determines the node's region which needs to be visible on "
+"screen for the particle system to be active.\n"
+"Grow the rect if particles suddenly appear/disappear when the node enters/"
+"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
+"→ Generate Visibility Rect[/b] editor tool."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Particle properties for [Particles] and [Particles2D] nodes."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"ParticlesMaterial defines particle properties and behavior. It is used in "
+"the [code]process_material[/code] of [Particles] and [Particles2D] emitter "
+"nodes.\n"
+"Some of this material's properties are applied to each particle when "
+"emitted, while others can have a [CurveTexture] applied to vary values over "
+"the lifetime of the particle.\n"
+"When a randomness ratio is applied to a property it is used to scale that "
+"property by a random amount. The random ratio is used to interpolate between "
+"[code]1.0[/code] and a random number less than one, the result is multiplied "
+"by the property to obtain the randomized property. For example a random "
+"ratio of [code]0.4[/code] would scale the original property between "
+"[code]0.4-1.0[/code] of its original value."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Returns [code]true[/code] if the specified flag is enabled."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Returns the randomness ratio associated with the specified parameter."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Returns the [Texture] used by the specified parameter."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"If [code]true[/code], enables the specified flag. See [enum Flags] for "
+"options."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Sets the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Sets the randomness ratio for the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Sets the [Texture] for the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Initial rotation applied to each particle, in degrees.\n"
+"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
+"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
+"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's rotation will be animated along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Initial angular velocity applied to each particle in [i]degrees[/i] per "
+"second. Sets the speed of rotation of the particle.\n"
+"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
+"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
+"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's angular velocity will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's animation offset will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's animation speed will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's initial color. If the [Particles2D]'s [code]texture[/code] "
+"is defined, it will be multiplied by this color. To have particle display "
+"color in a [SpatialMaterial] make sure to set [member SpatialMaterial."
+"vertex_color_use_as_albedo] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Damping will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The box's extents if [code]emission_shape[/code] is set to [constant "
+"EMISSION_SHAPE_BOX]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particle color will be modulated by color determined by sampling this "
+"texture at the same point as the [member emission_point_texture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particle velocity and rotation will be set by sampling this texture at the "
+"same point as the [member emission_point_texture]. Used only in [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
+"node by selecting \"Create Emission Points from Mesh/Node\" under the "
+"\"Particles\" tool in the toolbar."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The number of emission points if [code]emission_shape[/code] is set to "
+"[constant EMISSION_SHAPE_POINTS] or [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted at positions determined by sampling this texture "
+"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and "
+"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from "
+"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under "
+"the \"Particles\" tool in the toolbar."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The inner radius of the ring when using the emitter [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted inside this region. Use [enum EmissionShape] "
+"constants for values."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"The sphere's radius if [code]emission_shape[/code] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Amount of [member spread] along the Y axis."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's hue will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's linear acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin. Specified in number of full rotations around origin per second.\n"
+"[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's radial acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Each particle's scale will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Each particle's tangential acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Trail particles' color will vary along this [GradientTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] "
+"particles. The remaining particles will be used as trail(s)."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Trail particles' size will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set initial velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set angular velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set orbital velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set linear acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set radial acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set tangential acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set damping properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set angle properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set scale properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set hue variation properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set animation speed properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set animation offset properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Use with [method set_flag] to set [member flag_align_y]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Use with [method set_flag] to set [member flag_rotate_y]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid "Use with [method set_flag] to set [member flag_disable_z]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted at a position determined by sampling a random "
+"point on the [member emission_point_texture]. Particle color will be "
+"modulated by [member emission_color_texture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml
+msgid ""
+"Particles will be emitted at a position determined by sampling a random "
+"point on the [member emission_point_texture]. Particle velocity and rotation "
+"will be set based on [member emission_normal_texture]. Particle color will "
+"be modulated by [member emission_color_texture]."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid ""
+"Can have [PathFollow] child nodes moving along the [Curve3D]. See "
+"[PathFollow] for more information on the usage.\n"
+"Note that the path is considered as relative to the moved nodes (children of "
+"[PathFollow]). As such, the curve should usually start with a zero vector "
+"[code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid "A [Curve3D] describing the path."
+msgstr ""
+
+#: doc/classes/Path.xml
+msgid "Emitted when the [member curve] changes."
+msgstr ""
+
+#: doc/classes/Path2D.xml
+msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
+msgstr ""
+
+#: doc/classes/Path2D.xml
+msgid ""
+"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
+"[PathFollow2D] for more information on usage.\n"
+"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
+"of [PathFollow2D]). As such, the curve should usually start with a zero "
+"vector ([code](0, 0)[/code])."
+msgstr ""
+
+#: doc/classes/Path2D.xml
+msgid "A [Curve2D] describing the path."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Point sampler for a [Path]."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"This node takes its parent [Path], and returns the coordinates of a point "
+"within it, given a distance from the first vertex.\n"
+"It is useful for making other nodes follow a path, without coding the "
+"movement pattern. For that, the nodes must be children of this node. The "
+"descendant nodes will then move accordingly when setting an offset in this "
+"node."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve3D] of the [Path] are precomputed before use, for "
+"faster calculations. The point at the requested offset is then calculated "
+"interpolating between two adjacent cached points. This may present a problem "
+"if the curve makes sharp turns, as the cached points may not follow the "
+"curve closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation "
+"between two points at the cost of (slightly) slower calculations."
+msgstr ""
+
+#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
+msgid "The node's offset along the curve."
+msgstr ""
+
+#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
+msgid ""
+"If [code]true[/code], any offset outside the path's length will wrap around, "
+"instead of stopping at the ends. Use it for cyclic paths."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"The distance from the first vertex, measured in 3D units along the path. "
+"This sets this node's position to a point within the path."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"Allows or forbids rotation on one or more axes, depending on the [enum "
+"RotationMode] constants being used."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"The distance from the first vertex, considering 0.0 as the first vertex and "
+"1.0 as the last. This is just another way of expressing the offset within "
+"the path, as the offset supplied is multiplied internally by the path's "
+"length."
+msgstr ""
+
+#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
+msgid "The node's offset perpendicular to the curve."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Forbids the PathFollow to rotate."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Allows the PathFollow to rotate in the Y axis only."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Allows the PathFollow to rotate in both the X, and Y axes."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid "Allows the PathFollow to rotate in any axis."
+msgstr ""
+
+#: doc/classes/PathFollow.xml
+msgid ""
+"Uses the up vector information in a [Curve3D] to enforce orientation. This "
+"rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] "
+"property to be set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid "Point sampler for a [Path2D]."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"This node takes its parent [Path2D], and returns the coordinates of a point "
+"within it, given a distance from the first vertex.\n"
+"It is useful for making other nodes follow a path, without coding the "
+"movement pattern. For that, the nodes must be children of this node. The "
+"descendant nodes will then move accordingly when setting an offset in this "
+"node."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
+"for faster calculations. The point at the requested offset is then "
+"calculated interpolating between two adjacent cached points. This may "
+"present a problem if the curve makes sharp turns, as the cached points may "
+"not follow the curve closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation "
+"between two points at the cost of (slightly) slower calculations."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"How far to look ahead of the curve to calculate the tangent if the node is "
+"rotating. E.g. shorter lookaheads will lead to faster rotations."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid "The distance along the path in pixels."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"If [code]true[/code], this node rotates to follow the path, making its "
+"descendants rotate."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml
+msgid ""
+"The distance along the path as a number in the range 0.0 (for the first "
+"vertex) to 1.0 (for the last). This is just another way of expressing the "
+"offset within the path, as the offset supplied is multiplied internally by "
+"the path's length."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid "Creates packages that can be loaded into a running project."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"The [PCKPacker] is used to create packages that can be loaded into a running "
+"project using [method ProjectSettings.load_resource_pack].\n"
+"[codeblock]\n"
+"var packer = PCKPacker.new()\n"
+"packer.pck_start(\"test.pck\")\n"
+"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
+"packer.flush()\n"
+"[/codeblock]\n"
+"The above [PCKPacker] creates package [code]test.pck[/code], then adds a "
+"file named [code]text.txt[/code] at the root of the package."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"Adds the [code]source_path[/code] file to the current PCK package at the "
+"[code]pck_path[/code] internal path (should start with [code]res://[/code])."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"Writes the files specified using all [method add_file] calls since the last "
+"flush. If [code]verbose[/code] is [code]true[/code], a list of files added "
+"will be printed to the console for easier debugging."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml
+msgid ""
+"Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/"
+"code] file extension isn't added automatically, so it should be part of "
+"[code]pck_name[/code] (even though it's not required)."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Exposes performance-related data."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"This class provides access to a number of different monitors related to "
+"performance, such as memory usage, draw calls, and FPS. These are the same "
+"as the values displayed in the [b]Monitor[/b] tab in the editor's "
+"[b]Debugger[/b] panel. By using the [method get_monitor] method of this "
+"class, you can access this data from your code.\n"
+"[b]Note:[/b] A few of these monitors are only available in debug mode and "
+"will always return 0 when used in a release build.\n"
+"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
+"may be a short delay between changes."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Returns the value of one of the available monitors. You should provide one "
+"of the [enum Monitor] constants as the argument, like this:\n"
+"[codeblock]\n"
+"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
+"console\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of frames per second."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Time it took to complete one frame, in seconds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Time it took to complete one physics frame, in seconds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Static memory currently used, in bytes. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Dynamic memory currently used, in bytes. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Available static memory. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Available dynamic memory. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Largest amount of memory the message queue buffer has used, in bytes. The "
+"message queue is used for deferred functions calls and notifications."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of objects currently instanced (including nodes)."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of resources currently used."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Number of nodes currently instanced in the scene tree. This also includes "
+"the root node."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid ""
+"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
+"scene tree."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "3D objects drawn per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Vertices drawn per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Material changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Shader changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Render surface changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Draw calls per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Items or joined items drawn per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Draw calls per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid ""
+"The amount of video memory used, i.e. texture and vertex memory combined."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid "The amount of texture memory used."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid "The amount of vertex memory used."
+msgstr ""
+
+#: doc/classes/Performance.xml doc/classes/VisualServer.xml
+msgid ""
+"Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of active [RigidBody2D] nodes in the game."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of collision pairs in the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of islands in the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of collision pairs in the 3D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Number of islands in the 3D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Output latency of the [AudioServer]."
+msgstr ""
+
+#: doc/classes/Performance.xml
+msgid "Represents the size of the [enum Monitor] enum."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml
+msgid "Optimized translation."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml
+msgid ""
+"Optimized translation. Uses real-time compressed translations, which results "
+"in very small dictionaries."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml
+msgid ""
+"Generates and sets an optimized translation from the given [Translation] "
+"resource."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid "Direct access object to a physics body in the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Provides direct access to a physics body in the [Physics2DServer], allowing "
+"safe changes to physics properties. This object is passed via the direct "
+"state callback of rigid/character bodies, and is intended for changing the "
+"direct state of that body. See [method RigidBody2D._integrate_forces]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/Physics2DDirectSpaceState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
+msgid "Ray-casting"
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Adds a constant directional force without affecting rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid ""
+"Adds a positioned force to the body. Both the force and the offset from the "
+"body origin are in global coordinates."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Adds a constant rotational force."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Applies a directional impulse without affecting rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason, it should only be used when simulating one-time impacts "
+"(use the \"_force\" functions otherwise). The offset uses the rotation of "
+"the global coordinate system, but is centered at the object's origin."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "Applies a rotational impulse to the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider's [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider's object id."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Returns the collider object. This depends on how it was created (will return "
+"a scene node if such was used to create it)."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the contact position in the collider."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider's shape index."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Returns the collided shape's metadata. This metadata is different from "
+"[method Object.get_meta], and is set with [method Physics2DServer."
+"shape_set_data]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the linear velocity vector at the collider's contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid ""
+"Returns the number of contacts this body has with other bodies.\n"
+"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
+"monitor contacts. See [member RigidBody2D.contact_monitor]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the local normal at the contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the local position of the contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the local shape index of the collision."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the current state of the space, useful for queries."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Returns the body's velocity at the given relative position, including both "
+"translation and rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Calls the built-in force integration code."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
+msgid "The body's rotational velocity in [i]radians[/i] per second."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The inverse of the inertia of the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The inverse of the mass of the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+msgid "The body's linear velocity in pixels per second."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "If [code]true[/code], this body is currently sleeping (not active)."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The timestep (delta) used for the simulation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"The rate at which the body stops rotating, if there are not any other forces "
+"moving it."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The total gravity vector being currently applied to this body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"The rate at which the body stops moving, if there are not any other forces "
+"moving it."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The body's transformation matrix."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid "Direct access object to a space in the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Direct access object to a space in the [Physics2DServer]. It's used mainly "
+"to do queries against objects and areas residing in a given space."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks how far a [Shape2D] can move without colliding. All the parameters "
+"for the query, including the shape and the motion, are supplied through a "
+"[Physics2DShapeQueryParameters] object.\n"
+"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
+"the motion. The safe proportion is the maximum fraction of the motion that "
+"can be made without a collision. The unsafe proportion is the minimum "
+"fraction of the distance that must be moved for a collision. If no collision "
+"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
+"[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
+"inside of, will be ignored. Use [method collide_shape] to determine the "
+"[Shape2D]s that the shape is already colliding with."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space. The resulting "
+"array contains a list of points where the shape intersects another. Like "
+"with [method intersect_shape], the number of returned results can be limited "
+"to save processing time."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space. If it collides "
+"with more than one shape, the nearest one is selected. If the shape did not "
+"intersect anything, then an empty dictionary is returned instead.\n"
+"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
+"property of the object. The returned object is a dictionary containing the "
+"following fields:\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
+"the object is an [Area2D], the result is [code](0, 0)[/code].\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]point[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks whether a point is inside any solid shape. The shapes the point is "
+"inside of are returned in an array containing dictionaries with the "
+"following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively.\n"
+"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
+"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
+"not be detected."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks whether a point is inside any solid shape, in a specific canvas layer "
+"given by [code]canvas_instance_id[/code]. The shapes the point is inside of "
+"are returned in an array containing dictionaries with the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively.\n"
+"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
+"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
+"not be detected."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Intersects a ray in a given space. The returned object is a dictionary with "
+"the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]position[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the ray did not intersect anything, then an empty dictionary is returned "
+"instead.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space. The intersected "
+"shapes are returned in an array containing dictionaries with the following "
+"fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Server interface for low-level 2D physics access."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Physics2DServer is the server responsible for all 2D physics. It can create "
+"many kinds of physics objects, but does not insert them on the node tree."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Adds a shape to the area, along with a transform matrix. Shapes are usually "
+"referenced by their index, so you should track which shape has a given index."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Assigns the area to a descendant of [Object], so it can exist in the node "
+"tree."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Removes all shapes from an area. It does not delete the shapes, so they can "
+"be reassigned later."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates an [Area2D]. After creating an [Area2D] with this method, assign it "
+"to a space using [method area_set_space] to use the created [Area2D] in the "
+"physics world."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Gets the instance ID of the object the area is assigned to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns an area parameter value. See [enum AreaParameter] for a list of "
+"available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the [RID] of the nth shape of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the number of shapes assigned to an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the transform matrix of a shape within an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the space assigned to the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the space override mode for the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the transform matrix for an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Removes a shape from an area. It does not delete the shape, so it can be "
+"reassigned later."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Assigns the area to one or many physics layers."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets which physics layers the area will monitor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the function to call when any body/area enters or exits the area. This "
+"callback will be called for any object interacting with the area, and takes "
+"five parameters:\n"
+"1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on "
+"whether the object entered or exited the area.\n"
+"2: [RID] of the object that entered/exited the area.\n"
+"3: Instance ID of the object that entered/exited the area.\n"
+"4: The shape index of the object that entered/exited the area.\n"
+"5: The shape index of the area where the object entered/exited."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the value for an area parameter. See [enum AreaParameter] for a list of "
+"available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Substitutes a given area shape by another. The old shape is selected by its "
+"index, the new one by its [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Disables a given shape in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the transform matrix for an area shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Assigns a space to the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] "
+"for a list of available modes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the transform matrix for an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Adds a body to the list of bodies exempt from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Adds a positioned force to the applied force and torque. As with [method "
+"body_apply_impulse], both the force and the offset from the body origin are "
+"in global coordinates. A force differs from an impulse in that, while the "
+"two are forces, the impulse clears itself after being applied."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Adds a shape to the body, along with a transform matrix. Shapes are usually "
+"referenced by their index, so you should track which shape has a given index."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Adds a positioned impulse to the applied force and torque. Both the force "
+"and the offset from the body origin are in global coordinates."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Removes all shapes from a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Creates a physics body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the physics layer or layers a body belongs to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the physics layer or layers a body can collide with."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the continuous collision detection mode."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/"
+"code] if the body is destroyed or removed from the physics space."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the maximum contacts that can be reported. See [method "
+"body_set_max_contacts_reported]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the body mode."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns the value of a body parameter. See [enum BodyParameter] for a list "
+"of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the [RID] of the nth shape of a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the number of shapes assigned to a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the metadata of a shape of a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the transform matrix of a body shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the [RID] of the space assigned to a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns a body state."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Returns whether a body uses a callback function to calculate its own physics "
+"(see [method body_set_force_integration_callback])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Removes a body from the list of bodies exempt from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Removes a shape from a body. The shape is not deleted, so it can be reused "
+"afterwards."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+#: doc/classes/RigidBody.xml
+msgid ""
+"Sets an axis velocity. The velocity in the given vector axis will be set as "
+"the given vector length. This is useful for jumping behavior."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the physics layer or layers a body belongs to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the physics layer or layers a body can collide with."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the continuous collision detection mode using one of the [enum CCDMode] "
+"constants.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the function used to calculate physics for an object, if that object "
+"allows it (see [method body_set_omit_force_integration])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
+"with other bodies, this is enabled by setting the maximum amount of contacts "
+"reported to a number greater than 0."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Sets the body mode using one of the [enum BodyMode] constants."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets whether a body uses a callback function to calculate its own physics "
+"(see [method body_set_force_integration_callback])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a body parameter. See [enum BodyParameter] for a list of available "
+"parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Substitutes a given body shape by another. The old shape is selected by its "
+"index, the new one by its [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Enables one way collision on body if [code]enable[/code] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets metadata of a shape within a body. This metadata is different from "
+"[method Object.set_meta], and can be retrieved on shape queries."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Sets the transform matrix for a body shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Assigns a space to the body (see [method space_create])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a body state using one of the [enum BodyState] constants.\n"
+"Note that the method doesn't take effect immediately. The state will change "
+"on the next physics frame."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given direction from a given point in space. Margin increases the size of "
+"the shapes involved in the collision detection. [Physics2DTestMotionResult] "
+"can be passed to return additional information in."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates a damped spring joint between two bodies. If not specified, the "
+"second body is assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the value of a damped spring joint parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
+"list of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Destroys any of the objects created by Physics2DServer. If the [RID] passed "
+"is not one of the objects that can be created by Physics2DServer, an error "
+"will be sent to the console."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns information about the current state of the 2D physics engine. See "
+"[enum ProcessInfo] for a list of available states."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates a groove joint between two bodies. If not specified, the bodies are "
+"assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns the value of a joint parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns a joint's type (see [enum JointType])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets a joint parameter. See [enum JointParam] for a list of available "
+"parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Creates a pin joint between two bodies. If not specified, the second body is "
+"assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Activates or deactivates the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the amount of iterations for calculating velocities of colliding "
+"bodies. The greater the amount of iterations, the more accurate the "
+"collisions will be. However, a greater amount of iterations requires more "
+"CPU power, which can decrease performance. The default value is [code]8[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the shape data."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Returns a shape's type (see [enum ShapeType])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the shape data that defines its shape and size. The data to be passed "
+"depends on the kind of shape created [method shape_get_type]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Creates a space. A space is a collection of parameters for the physics "
+"engine that can be assigned to an area or a body. It can be assigned to an "
+"area with [method area_set_space], or to a body with [method body_set_space]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Returns the state of a space, a [Physics2DDirectSpaceState]. This object can "
+"be used to make collision/intersection queries."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns the value of a space parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Returns whether the space is active."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Marks a space as active. It will not have an effect, unless it is assigned "
+"to an area or body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the value for a space parameter. See [enum SpaceParameter] for a list "
+"of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum distance a pair of bodies has to move before "
+"their collision status has to be recalculated."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum distance a shape can be from another before "
+"they are considered separated."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum distance a shape can penetrate another shape "
+"before it is considered a collision."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the threshold linear velocity of activity. A body marked "
+"as potentially inactive for both linear and angular velocity will be put to "
+"sleep after the time given."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the threshold angular velocity of activity. A body "
+"marked as potentially inactive for both linear and angular velocity will be "
+"put to sleep after the time given."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the maximum time of activity. A body marked as "
+"potentially inactive for both linear and angular velocity will be put to "
+"sleep after this time."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the default solver bias for all physics constraints. A "
+"solver bias is a factor controlling how much two objects \"rebound\", after "
+"violating a constraint, to avoid leaving them in that state because of "
+"numerical imprecision."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating line shapes. A line shape is an infinite "
+"line with an origin point, and a normal. Thus, it can be used for front/"
+"behind checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating segment shapes. A segment shape is a line "
+"from a point A to a point B. It can be checked for intersections."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating circle shapes. A circle shape only has a "
+"radius. It can be used for intersections and inside/outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating rectangle shapes. A rectangle shape is "
+"defined by a width and a height. It can be used for intersections and inside/"
+"outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating capsule shapes. A capsule shape is defined "
+"by a radius and a length. It can be used for intersections and inside/"
+"outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating convex polygon shapes. A polygon is "
+"defined by a list of points. It can be used for intersections and inside/"
+"outside checks. Unlike the [member CollisionPolygon2D.polygon] property, "
+"polygons modified with [method shape_set_data] do not verify that the points "
+"supplied form is a convex polygon."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"This is the constant for creating concave polygon shapes. A polygon is "
+"defined by a list of points. It can be used for intersections checks, but "
+"not for inside/outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This constant is used internally by the engine. Any attempt to create this "
+"kind of shape results in an error."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get gravity strength in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get gravity vector/center in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get whether the gravity vector of an area is a direction, or "
+"a center point."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to set/get the falloff factor for point gravity of an area. The "
+"greater this value is, the faster the strength of gravity decreases with the "
+"square of distance."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This constant was used to set/get the falloff factor for point gravity. It "
+"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the linear dampening factor of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the angular dampening factor of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the priority (order of processing) of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area does not affect gravity/damp. These are generally areas that exist "
+"only to detect collisions, and objects entering or exiting them."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area adds its gravity/damp values to whatever has been calculated so "
+"far. This way, many overlapping areas can combine their physics to make "
+"interesting effects."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area adds its gravity/damp values to whatever has been calculated so "
+"far. Then stops taking into account the rest of the areas, even the default "
+"one."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area replaces any gravity/damp, even the default one, and stops taking "
+"into account the rest of the areas."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"This area replaces any gravity/damp calculated so far, but keeps calculating "
+"the rest of the areas, down to the default one."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant for static bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant for kinematic bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant for rigid bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant for rigid bodies in character mode. In this mode, a body can not "
+"rotate, and only its linear velocity is affected by physics."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's bounce factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's friction."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's mass."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to set/get a body's inertia."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's gravity multiplier."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's linear dampening factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get a body's angular dampening factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Represents the size of the [enum BodyParameter] enum."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the current transform matrix of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the current linear velocity of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get the current angular velocity of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to set/get whether the body can sleep."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to create pin joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to create groove joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid "Constant to create damped spring joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the resting length of the spring joint. The joint will always try to go "
+"to back this length when pulled apart."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the stiffness of the spring joint. The joint applies a force equal to "
+"the stiffness times the distance from its resting length."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Sets the damping ratio of the spring joint. A value of 0 indicates an "
+"undamped spring, while 1 causes the system to reach equilibrium as fast as "
+"possible (critical damping)."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Disables continuous collision detection. This is the fastest way to detect "
+"body collisions, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Enables continuous collision detection by raycasting. It is faster than "
+"shapecasting, but less precise."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml
+msgid ""
+"Enables continuous collision detection by shapecasting. It is the slowest "
+"CCD method, and the most precise."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The value of the first parameter and area callback function receives, when "
+"an object enters one of its shapes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"The value of the first parameter and area callback function receives, when "
+"an object exits one of its shapes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to get the number of objects that are not sleeping."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid "Constant to get the number of possible collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
+msgid ""
+"Constant to get the number of space regions where a collision could occur."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid "Parameters to be sent to a 2D shape physics query."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid ""
+"This class contains the shape and other parameters for 2D intersection/"
+"collision queries."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid ""
+"Sets the [Shape2D] that will be used for collision/intersection queries."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid "If [code]true[/code], the query will take [Area2D]s into account."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid ""
+"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid ""
+"The physics layer(s) the query will take into account (as a bitmask). See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid ""
+"The list of objects or object [RID]s that will be excluded from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "The collision margin for the shape."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+msgid "The motion of the shape being queried for."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "The queried shape's [RID]. See also [method set_shape]."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "The queried shape's transform matrix."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml
+msgid "Base class for all objects affected by physics in 3D space."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml
+msgid ""
+"PhysicsBody is an abstract base class for implementing a physics body. All "
+"*Body types inherit from it."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
+#: doc/classes/SoftBody.xml
+msgid "Adds a body to the list of bodies that this body can't collide with."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
+#: doc/classes/SoftBody.xml
+msgid ""
+"Returns an array of nodes that were added as collision exceptions for this "
+"body."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
+#: doc/classes/SoftBody.xml
+msgid ""
+"Removes a body from the list of bodies that this body can't collide with."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml
+msgid "Base class for all objects affected by physics in 2D space."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml
+msgid ""
+"PhysicsBody2D is an abstract base class for implementing a physics body. All "
+"*Body2D types inherit from it."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml
+msgid ""
+"Both collision_layer and collision_mask. Returns collision_layer when "
+"accessed. Updates collision_layer and collision_mask when modified."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Direct access object to a physics body in the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Provides direct access to a physics body in the [PhysicsServer], allowing "
+"safe changes to physics properties. This object is passed via the direct "
+"state callback of rigid/character bodies, and is intended for changing the "
+"direct state of that body. See [method RigidBody._integrate_forces]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Adds a constant directional force without affecting rotation.\n"
+"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Adds a constant rotational force without affecting position."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Applies a single directional impulse without affecting rotation.\n"
+"This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts. The "
+"position uses the rotation of the global coordinate system, but is centered "
+"at the object's origin."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Apply a torque impulse (which will be affected by the body mass and shape). "
+"This will rotate the body around the vector [code]j[/code] passed as "
+"parameter."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Returns the collider object."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid ""
+"Returns the number of contacts this body has with other bodies.\n"
+"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
+"monitor contacts. See [member RigidBody.contact_monitor]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "Impulse created by the contact. Only implemented for Bullet physics."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml
+msgid ""
+"The body's rotational velocity in axis-angle format. The magnitude of the "
+"vector is the rotation rate in [i]radians[/i] per second."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml
+msgid "The body's linear velocity in units per second."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid "Direct access object to a space in the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Direct access object to a space in the [PhysicsServer]. It's used mainly to "
+"do queries against objects and areas residing in a given space."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks how far a [Shape] can move without colliding. All the parameters for "
+"the query, including the shape, are supplied through a "
+"[PhysicsShapeQueryParameters] object.\n"
+"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
+"the motion. The safe proportion is the maximum fraction of the motion that "
+"can be made without a collision. The unsafe proportion is the minimum "
+"fraction of the distance that must be moved for a collision. If no collision "
+"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
+"[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. "
+"inside of, will be ignored. Use [method collide_shape] to determine the "
+"[Shape]s that the shape is already colliding with."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. The resulting array "
+"contains a list of points where the shape intersects another. Like with "
+"[method intersect_shape], the number of returned results can be limited to "
+"save processing time."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. If it collides with "
+"more than one shape, the nearest one is selected. The returned object is a "
+"dictionary containing the following fields:\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
+"the object is an [Area], the result is [code](0, 0, 0)[/code].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]point[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the shape did not intersect anything, then an empty dictionary is "
+"returned instead."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks whether a point is inside any solid shape. The shapes the point is "
+"inside of are returned in an array containing dictionaries with the "
+"following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Intersects a ray in a given space. The returned object is a dictionary with "
+"the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]position[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the ray did not intersect anything, then an empty dictionary is returned "
+"instead.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. The intersected "
+"shapes are returned in an array containing dictionaries with the following "
+"fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid "A material for physics properties."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"Provides a means of modifying the collision properties of a [PhysicsBody]."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"If [code]true[/code], subtracts the bounciness from the colliding object's "
+"bounciness instead of adding it."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness)."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"The body's friction. Values range from [code]0[/code] (frictionless) to "
+"[code]1[/code] (maximum friction)."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml
+msgid ""
+"If [code]true[/code], the physics engine will use the friction of the object "
+"marked as \"rough\" when two objects collide. If [code]false[/code], the "
+"physics engine will use the lowest friction of all colliding objects "
+"instead. If [code]true[/code] for both colliding objects, the physics engine "
+"will use the highest friction."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Server interface for low-level physics access."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"PhysicsServer is the server responsible for all 3D physics. It can create "
+"many kinds of physics objects, but does not insert them on the node tree."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates an [Area]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns an area parameter value. A list of available parameters is on the "
+"[enum AreaParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], area collides with rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the value for an area parameter. A list of available parameters is on "
+"the [enum AreaParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets object pickable with rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the space override mode for the area. The modes are described in the "
+"[enum AreaSpaceOverrideMode] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gives the body a push at a [code]position[/code] in the direction of the "
+"[code]impulse[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gives the body a push to rotate it."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Creates a physics body. The first parameter can be any value from [enum "
+"BodyMode] constants, for the type of body created. Additionally, the body "
+"can be created in sleeping state to save processing time."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] "
+"if the body is destroyed or removed from the physics space."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the value of a body parameter. A list of available parameters is on "
+"the [enum BodyParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If [code]true[/code], the continuous collision detection mode is enabled."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], the body can be detected by rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Removes a body from the list of bodies exempt from collisions.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If [code]true[/code], the continuous collision detection mode is enabled.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets the body mode, from one of the [enum BodyMode] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a body parameter. A list of available parameters is on the [enum "
+"BodyParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a body state (see [enum BodyState] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given direction from a given point in space. [PhysicsTestMotionResult] can "
+"be passed to return additional information in."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Destroys any of the objects created by PhysicsServer. If the [RID] passed is "
+"not one of the objects that can be created by PhysicsServer, an error will "
+"be sent to the console."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
+"constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
+"constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states. Only implemented for "
+"Godot Physics."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [ConeTwistJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [HingeJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [PinJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Creates a [SliderJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets the priority value of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Returns the type of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets the priority value of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns position of the joint in the local space of body a of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns position of the joint in the local space of body b of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets position of the joint in the local space of body a of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets position of the joint in the local space of body b of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Activates or deactivates the 3D physics engine."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the amount of iterations for calculating velocities of colliding "
+"bodies. The greater the amount of iterations, the more accurate the "
+"collisions will be. However, a greater amount of iterations requires more "
+"CPU power, which can decrease performance. The default value is [code]8[/"
+"code].\n"
+"[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the "
+"default Bullet physics engine."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Creates a shape of a type from [enum ShapeType]. Does not assign it to a "
+"body or an area. To do so, you must use [method area_set_shape] or [method "
+"body_set_shape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Returns the type of shape (see [enum ShapeType] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Returns the state of a space, a [PhysicsDirectSpaceState]. This object can "
+"be used to make collision/intersection queries."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"Sets the value for a space parameter. A list of available parameters is on "
+"the [enum SpaceParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [PinJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [HingeJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [SliderJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [ConeTwistJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Joint] is a [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The strength with which the pinned objects try to stay in positional "
+"relation to each other.\n"
+"The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The strength with which the pinned objects try to stay in velocity relation "
+"to each other.\n"
+"The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint "
+"puts on its ends."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The maximum rotation across the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The minimum rotation across the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If [code]true[/code], a motor turns the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The maximum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The minimum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the movement across the slider axis once the limits get "
+"surpassed. The lower, the slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution once the limits are surpassed. The lower, the more "
+"velocityenergy gets lost."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping once the slider limits are surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the movement across the slider axis as long as the "
+"slider is in the limits. The lower, the slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of restitution inside the slider limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping inside the slider limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "A factor applied to the movement across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution when movement is across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping when movement is across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The upper limit of rotation in the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The lower limit of rotation in the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "A factor applied to the all rotation once the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of restitution of the rotation when the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping of the rotation when the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "A factor that gets applied to the all rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of restitution of the rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid "The amount of damping of the rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"A factor that gets applied to the all rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution of the rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping of the rotation across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "Represents the size of the [enum SliderJointParam] enum."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The ease with which the Joint twists, if it's too low, it takes more force "
+"to twist the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"A factor that gets applied to the movement across the axes. The lower, the "
+"slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The amount of restitution on the axes movement. The lower, the more velocity-"
+"energy gets lost."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The velocity that the joint's linear motor will attempt to reach."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"The maximum force that the linear motor can apply while trying to reach the "
+"target velocity."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "A factor that gets multiplied onto all rotations across the axes."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"When correcting the crossing of limits in rotation across the axes, this "
+"error tolerance factor defines how much the correction gets slowed down. The "
+"lower, the slower."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If set, linear motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If set, rotational motion is possible."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "If set, there is a rotational motor across these axes."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid ""
+"If set, there is a linear motor on this axis that targets a specific "
+"velocity."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [PlaneShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [RayShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [SphereShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [BoxShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [CapsuleShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [CylinderShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [ConvexPolygonShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [ConcavePolygonShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml
+msgid "The [Shape] is a [HeightMapShape]."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "Parameters to be sent to a 3D shape physics query."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid ""
+"This class contains the shape and other parameters for 3D intersection/"
+"collision queries."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "Sets the [Shape] that will be used for collision/intersection queries."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "If [code]true[/code], the query will take [Area]s into account."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml
+msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid "Pin joint for 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
+"See also [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"The force with which the pinned objects stay in positional relation to each "
+"other. The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"The force with which the pinned objects stay in velocity relation to each "
+"other. The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PinJoint.xml
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint "
+"produces."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml
+msgid "Pin Joint for 2D shapes."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml
+msgid ""
+"Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml
+msgid ""
+"The higher this value, the more the bond to the pinned partner can flex."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Plane in hessian form."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Plane represents a normalized plane equation. Basically, \"normal\" is the "
+"normal of the plane (a,b,c normalized), and \"d\" is the distance from the "
+"origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" "
+"the plane is considered the side of the plane towards where the normal is "
+"pointing."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Creates a plane from the four parameters. The three components of the "
+"resulting plane's [member normal] are [code]a[/code], [code]b[/code] and "
+"[code]c[/code], and the plane has a distance of [code]d[/code] from the "
+"origin."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Creates a plane from the three points, given in clockwise order."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Creates a plane from the normal and the plane's distance to the origin."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Returns the center of the plane."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the shortest distance from the plane to the position [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the center of the plane.\n"
+"This method is deprecated, please use [method center] instead."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
+"Comparison uses a custom minimum [code]epsilon[/code] threshold."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the intersection point of the three planes [code]b[/code], [code]c[/"
+"code] and this plane. If no intersection is found, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the intersection point of a ray consisting of the position "
+"[code]from[/code] and the direction normal [code]dir[/code] with this plane. "
+"If no intersection is found, [code]null[/code] is returned."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the intersection point of a segment from position [code]begin[/code] "
+"to position [code]end[/code] with this plane. If no intersection is found, "
+"[code]null[/code] is returned."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns [code]true[/code] if this plane and [code]plane[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is located above the plane."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "Returns a copy of the plane, normalized."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"Returns the orthogonal projection of [code]point[/code] into a point in the "
+"plane."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"The distance from the origin to the plane, in the direction of [member "
+"normal]. This value is typically non-negative.\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
+"by the [member normal] property."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid ""
+"The normal of the plane, which must be normalized.\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] "
+"property."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "The X component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "The Y component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "The Z component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
+msgstr ""
+
+#: doc/classes/Plane.xml
+msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Class representing a planar [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid ""
+"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Z axes; this "
+"default rotation isn't suited for use with billboarded materials. For "
+"billboarded materials, use [QuadMesh] instead.\n"
+"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
+"may stumble upon UV jittering issues depending on the camera angle. To solve "
+"this, increase [member subdivide_depth] and [member subdivide_width] until "
+"you no longer notice UV jittering."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Offset from the origin of the generated plane. Useful for particles."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Size of the generated plane."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Number of subdivision along the Z axis."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml
+msgid "Number of subdivision along the X axis."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml
+msgid "Infinite plane shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml
+msgid ""
+"An infinite plane shape for 3D collisions. Note that the [Plane]'s normal "
+"matters; anything \"below\" the plane will collide with it. If the "
+"[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects "
+"placed \"below\" it to teleport \"above\" the plane."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml
+msgid "The [Plane] used by the [PlaneShape] for collision."
+msgstr ""
+
+#: doc/classes/PointMesh.xml
+msgid "Mesh with a single Point primitive."
+msgstr ""
+
+#: doc/classes/PointMesh.xml
+msgid ""
+"The PointMesh is made from a single point. Instead of relying on triangles, "
+"points are rendered as a single rectangle on the screen with a constant "
+"size. They are intended to be used with Particle systems, but can be used as "
+"a cheap way to render constant size billboarded sprites (for example in a "
+"point cloud).\n"
+"PointMeshes, must be used with a material that has a point size. Point size "
+"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
+"[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] "
+"and the variable [member SpatialMaterial.params_point_size].\n"
+"When using PointMeshes, properties that normally alter vertices will be "
+"ignored, including billboard mode, grow, and cull face."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "A 2D polygon."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"A Polygon2D is defined by a set of points. Each point is connected to the "
+"next, with the final point being connected to the first, resulting in a "
+"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
+"filled with a given texture.\n"
+"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
+"time. To increase this limit, open the Project Settings and increase [member "
+"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
+"[member ProjectSettings.rendering/limits/buffers/"
+"canvas_polygon_index_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Removes all bones from this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Removes the specified bone from this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Returns the number of bones in this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Returns the path to the node associated with the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Returns the height values of the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Sets the path to the node associated with the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "Sets the weight values for the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
+"drawing a thin OpenGL smooth line on the edges.\n"
+"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
+"correct for translucent polygons and may not work on certain platforms. As a "
+"workaround, install the [url=https://github.com/godot-extended-libraries/"
+"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
+"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
+"to perform antialiasing."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"The polygon's fill color. If [code]texture[/code] is defined, it will be "
+"multiplied by this color. It will also be the default color for vertices not "
+"set in [code]vertex_colors[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Added padding applied to the bounding box when using [code]invert[/code]. "
+"Setting this value too small may result in a \"Bad Polygon\" error."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"If [code]true[/code], polygon will be inverted, containing the area outside "
+"the defined points and extending to the [code]invert_border[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "The offset applied to each vertex."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"The polygon's list of vertices. The final point will be connected to the "
+"first.\n"
+"[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a "
+"reference."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] "
+"the texture's origin (its top-left corner) will be placed at the polygon's "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "The texture's rotation in radians."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid "The texture's rotation in degrees."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Amount to multiply the [code]uv[/code] coordinates when using a "
+"[code]texture[/code]. Larger values make the texture smaller, and vice versa."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Texture coordinates for each vertex of the polygon. There should be one "
+"[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices "
+"will use [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml
+msgid ""
+"Color for each vertex. Colors are interpolated between vertices, resulting "
+"in smooth gradients. There should be one per polygon vertex. If there are "
+"fewer, undefined vertices will use [code]color[/code]."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid "A pooled array of bytes."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"An array specifically designed to hold bytes. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
+"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"array[0].push_back(123)\n"
+"print(array) # [[]] (empty PoolByteArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolByteArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(123)\n"
+"array[0] = pool_array\n"
+"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid "Appends a [PoolByteArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a new [PoolByteArray] with the data compressed. Set the compression "
+"mode using one of [enum File.CompressionMode]'s constants."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a new [PoolByteArray] with the data decompressed. Set "
+"[code]buffer_size[/code] to the size of the uncompressed data. Set the "
+"compression mode using one of [enum File.CompressionMode]'s constants."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a new [PoolByteArray] with the data decompressed. Set the "
+"compression mode using one of [enum File.CompressionMode]'s constants. "
+"[b]This method only accepts gzip and deflate compression modes.[/b]\n"
+"This method is potentially slower than [code]decompress[/code], as it may "
+"have to re-allocate its output buffer multiple times while decompressing, "
+"where as [code]decompress[/code] knows its output buffer size from the "
+"beginning.\n"
+"\n"
+"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
+"for a small compressed payload to decompress to a potentially very large "
+"output. To guard against this, you may provide a maximum size this function "
+"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
+"will allow for unbounded output. If any positive value is passed, and the "
+"decompression exceeds that amount in bytes, then an error will be returned."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Assigns the given value to all elements in the array. This can typically be "
+"used together with [method resize] to create an array with a given size and "
+"initialized elements."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a copy of the array's contents as [String]. Fast alternative to "
+"[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 "
+"function this function maps every byte to a character in the array. "
+"Multibyte sequences will not be interpreted correctly. For parsing user "
+"input always use [method get_string_from_utf8]."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a copy of the array's contents as [String]. Slower than [method "
+"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
+"you are unsure about the source of the data. For user input this function "
+"should always be preferred."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns a hexadecimal representation of this array as a [String].\n"
+"[codeblock]\n"
+"var array = PoolByteArray([11, 46, 255])\n"
+"print(array.hex_encode()) # Prints: 0b2eff\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Inserts a new element at a given position in the array. The position must be "
+"valid, or at the end of the array ([code]idx == size()[/code])."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml
+msgid "Appends an element at the end of the array."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Removes an element from the array by index."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml
+#: doc/classes/PoolRealArray.xml
+msgid ""
+"Sets the size of the array. If the array is grown, reserves elements at the "
+"end of the array. If the array is shrunk, truncates the array to the new "
+"size.\n"
+"[b]Note:[/b] Added elements are not automatically initialized to 0 and will "
+"contain garbage, i.e. indeterminate values."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid "Changes the byte at the given index."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml
+msgid ""
+"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
+"new [PoolByteArray]. Any negative index is considered to be from the end of "
+"the array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid "A pooled array of [Color]s."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid ""
+"An array specifically designed to hold [Color]. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
+"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"print(array) # [[]] (empty PoolColorArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolColorArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
+"inside an Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid ""
+"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid "Appends a [PoolColorArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
+msgid "Appends a value to the array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml
+#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
+msgid ""
+"Sets the size of the array. If the array is grown, reserves elements at the "
+"end of the array. If the array is shrunk, truncates the array to the new "
+"size."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml
+msgid "Changes the [Color] at the given index."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid "A pooled array of integers ([int])."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid ""
+"An array specifically designed to hold integer values ([int]). Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
+"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
+"lost:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"array[0].push_back(1234)\n"
+"print(array) # [[]] (empty PoolIntArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolIntArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(1234)\n"
+"array[0] = pool_array\n"
+"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
+"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
+"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
+"around. In comparison, [int] uses signed 64-bit integers which can hold much "
+"larger values."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid ""
+"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid "Appends a [PoolIntArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid ""
+"Inserts a new int at a given position in the array. The position must be "
+"valid, or at the end of the array ([code]idx == size()[/code])."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml
+msgid "Changes the int at the given index."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid "A pooled array of real numbers ([float])."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid ""
+"An array specifically designed to hold floating-point values. Optimized for "
+"memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
+"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"array[0].push_back(12.34)\n"
+"print(array) # [[]] (empty PoolRealArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
+"[code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolRealArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(12.34)\n"
+"array[0] = pool_array\n"
+"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
+"[PoolRealArray] are 32-bit floats. This means values stored in "
+"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
+"need to store 64-bit floats in an array, use a generic [Array] with [float] "
+"elements as these will still be 64-bit. However, using a generic [Array] to "
+"store [float]s will use roughly 6 times more memory compared to a "
+"[PoolRealArray]."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid ""
+"Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid "Appends a [PoolRealArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml
+msgid "Changes the float at the given index."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "A pooled array of [String]s."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid ""
+"An array specifically designed to hold [String]s. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
+"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
+"be lost:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"array[0].push_back(\"hello\")\n"
+"print(array) # [[]] (empty PoolStringArray within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolStringArray()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(\"hello\")\n"
+"array[0] = pool_array\n"
+"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid ""
+"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "Appends a [PoolStringArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid ""
+"Returns a [String] with each element of the array joined with the given "
+"[code]delimiter[/code]."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "Appends a string element at end of the array."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml
+msgid "Changes the [String] at the given index."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "A pooled array of [Vector2]s."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid ""
+"An array specifically designed to hold [Vector2]. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
+"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"array[0].push_back(Vector2(12, 34))\n"
+"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector2Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector2(12, 34))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
+#: doc/classes/TileSet.xml
+msgid "2D Navigation Astar Demo"
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid ""
+"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "Appends a [PoolVector2Array] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "Inserts a [Vector2] at the end."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml
+msgid "Changes the [Vector2] at the given index."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "A pooled array of [Vector3]."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"An array specifically designed to hold [Vector3]. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference. This means "
+"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
+"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
+"will be lost:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"array[0].push_back(Vector3(12, 34, 56))\n"
+"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
+"[/codeblock]\n"
+"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
+"with [code]=[/code] for it to be changed:\n"
+"[codeblock]\n"
+"var array = [PoolVector3Array()]\n"
+"var pool_array = array[0]\n"
+"pool_array.push_back(Vector3(12, 34, 56))\n"
+"array[0] = pool_array\n"
+"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
+"Array)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid ""
+"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "Appends a [PoolVector3Array] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "Inserts a [Vector3] at the end."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml
+msgid "Changes the [Vector3] at the given index."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Base container control for popups and dialogs."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup is a base [Control] used to show dialogs and popups. It's a subwindow "
+"and modal by default (see [Control]) and has helpers for custom popup "
+"behavior. All popup methods ensure correct placement within the viewport."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Popup (show the control in modal form)."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to its current canvas transform, at the current size, or at a size "
+"determined by [code]size[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, clamping the size to [code]size[/code], "
+"then ensuring the popup is no larger than the viewport size multiplied by "
+"[code]fallback_ratio[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, ensuring the size is never smaller than "
+"[code]minsize[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, scaled at a ratio of size of the screen."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Shrink popup to keep to the minimum size of content."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"If [code]true[/code], the popup will not be hidden when a click event occurs "
+"outside of it, or when it receives the [code]ui_cancel[/code] action event.\n"
+"[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel "
+"buttons' behavior in dialogs that inherit from this class. As a workaround, "
+"you can use [method WindowDialog.get_close_button] or [method "
+"ConfirmationDialog.get_cancel] and hide the buttons in question by setting "
+"their [member CanvasItem.visible] property to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid ""
+"Emitted when a popup is about to be shown. This is often used in [PopupMenu] "
+"to clear the list of options then create a new one according to the current "
+"context."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Emitted when a popup is hidden."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Notification sent right after the popup is shown."
+msgstr ""
+
+#: doc/classes/Popup.xml
+msgid "Notification sent right after the popup is hidden."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml
+msgid "Base class for popup dialogs."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml
+msgid ""
+"PopupDialog is a base class for popup dialogs, along with [WindowDialog]."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml
+msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "PopupMenu displays a list of options."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"[PopupMenu] is a [Control] that displays a list of options. They are popular "
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item and assigns the specified [ShortCut] to it. Sets "
+"the label of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item with text [code]label[/code] and icon "
+"[code]texture[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new checkable item and assigns the specified [ShortCut] and icon "
+"[code]texture[/code] to it. Sets the label of the checkbox to the "
+"[ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Same as [method add_icon_check_item], but uses a radio check button."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Same as [method add_icon_check_shortcut], but uses a radio check button."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/"
+"code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new item with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new multistate item with text [code]label[/code].\n"
+"Contrarily to normal binary items, multistate items can have more than two "
+"states, as defined by [code]max_states[/code]. Each press or activate of the "
+"item will increase the state by one. The default value is defined by "
+"[code]default_state[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new radio check button with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a new radio check button and assigns a [ShortCut] to it. Sets the label "
+"of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a separator between items. Separators also occupy an index, which you "
+"can set by using the [code]id[/code] parameter.\n"
+"A [code]label[/code] can optionally be provided, which will appear at the "
+"center of the separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds a [ShortCut].\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Adds an item that will act as a submenu of the parent [PopupMenu] node when "
+"clicked. The [code]submenu[/code] argument is the name of the child "
+"[PopupMenu] node that will be shown when the item is clicked.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Removes all items from the [PopupMenu]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the index of the currently focused item. Returns [code]-1[/code] if "
+"no item is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the accelerator of the item at index [code]idx[/code]. Accelerators "
+"are special combinations of keys that activate the item, no matter which "
+"control is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Returns the number of items in the [PopupMenu]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
+"manually assigned, while index can not."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the index of the item containing the specified [code]id[/code]. "
+"Index is automatically assigned to each item by the engine. Index can not be "
+"set manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the metadata of the specified item, which might be of any type. You "
+"can set it with [method set_item_metadata], which provides a simple way of "
+"assigning context data to items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the submenu name of the item at index [code]idx[/code]. See [method "
+"add_submenu_item] for more info on how to add a submenu."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns the tooltip associated with the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the popup will be hidden when the window loses "
+"focus or not."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is checkable "
+"in some way, i.e. if it has a checkbox or radio button.\n"
+"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
+"don't have any built-in checking behavior and must be checked/unchecked "
+"manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. "
+"When it is disabled it can't be selected, or its action invoked.\n"
+"See [method set_item_disabled] for more info on how to disable an item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] has radio "
+"button-style checkability.\n"
+"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
+"unchecking items in radio groups."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Returns [code]true[/code] if the item is a separator. If it is, it will be "
+"displayed as a line. See [method add_separator] for more info on how to add "
+"a separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Removes the item at index [code]idx[/code] from the menu.\n"
+"[b]Note:[/b] The indices of items after the removed item will be shifted by "
+"one."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Hides the [PopupMenu] when the window loses focus."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the accelerator of the item at index [code]idx[/code]. Accelerators are "
+"special combinations of keys that activate the item, no matter which control "
+"is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets whether the item at index [code]idx[/code] has a checkbox. If "
+"[code]false[/code], sets the type of the item to plain text.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the type of the item at the specified index [code]idx[/code] to radio "
+"button. If [code]false[/code], sets the type of the item to plain text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Mark the item at index [code]idx[/code] as a separator, which means that it "
+"would be displayed as a line. If [code]false[/code], sets the type of the "
+"item to plain text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Sets the checkstate status of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
+"can't be selected and its action can't be invoked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the metadata of an item, which may be of any type. You can later get it "
+"with [method get_item_metadata], which provides a simple way of assigning "
+"context data to items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the state of a multistate item. See [method add_multistate_item] for "
+"details."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Sets a [ShortCut] for the specified item [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Disables the [ShortCut] of the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the submenu of the item at index [code]idx[/code]. The submenu is the "
+"name of a child [PopupMenu] node that would be shown when the item is "
+"clicked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the [String] tooltip of the item at the specified index [code]idx[/"
+"code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Toggles the check state of the item of the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Cycle to the next state of a multistate item. See [method "
+"add_multistate_item] for details."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
+"is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Sets the delay time in seconds for the submenu item to popup on mouse "
+"hovering. If the popup menu is added as a child of another (acting as a "
+"submenu), it will inherit the delay time of the parent menu item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Emitted when user navigated to an item of some [code]id[/code] using "
+"[code]ui_up[/code] or [code]ui_down[/code] action."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Emitted when an item of some [code]id[/code] is pressed or its accelerator "
+"is activated."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"Emitted when an item of some [code]index[/code] is pressed or its "
+"accelerator is activated."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "The default text [Color] for menu items' names."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"The text [Color] used for shortcuts and accelerators that show next to the "
+"menu item name when defined. See [method get_item_accelerator] for more info "
+"on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Color] used for disabled menu items' text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Color] used for the hovered text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Color] used for labeled separators' text. See [method add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"The horizontal space between the item's name and the shortcut text/submenu "
+"arrow."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "The vertical space between each menu item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the menu items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Font] used for the labeled separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the checked checkbox items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the checked radio button items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the unchecked radio button items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the submenu arrow."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[Texture] icon for the unchecked checkbox items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"[StyleBox] for the left side of labeled separator. See [method "
+"add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid ""
+"[StyleBox] for the right side of labeled separator. See [method "
+"add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "Default [StyleBox] of the [PopupMenu] items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[StyleBox] used when the [PopupMenu] item is disabled."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml
+msgid "[StyleBox] used for the separators. See [method add_separator]."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml
+msgid "Class for displaying popups with a panel background."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml
+msgid ""
+"Class for displaying popups with a panel background. In some cases it might "
+"be simpler to use than [Popup], since it provides a configurable background. "
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml
+msgid "The background panel style of this [PopupPanel]."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid "Portal nodes are used to enable visibility between [Room]s."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"[Portal]s are a special type of [MeshInstance] that allow the portal culling "
+"system to 'see' from one room to the next. They often correspond to doors "
+"and windows in level geometry. By only allowing [Camera]s to see through "
+"portals, this allows the system to cull out all the objects in rooms that "
+"cannot be seen through portals. This is a form of [b]occlusion culling[/b], "
+"and can greatly increase performance.\n"
+"There are some limitations to the form of portals:\n"
+"They must be single sided convex polygons, and usually you would orientate "
+"their front faces [b]outward[/b] from the [Room] they are placed in. The "
+"vertices should be positioned on a single plane (although their positioning "
+"does not have to be perfect).\n"
+"There is no need to place an opposite portal in an adjacent room, links are "
+"made two-way automatically."
+msgstr ""
+
+#: doc/classes/Portal.xml doc/classes/Room.xml
+msgid "Sets individual points. Primarily for use by the editor."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"This is a shortcut for setting the linked [Room] in the name of the [Portal] "
+"(the name is used during conversion)."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"The points defining the shape of the [Portal] polygon (which should be "
+"convex).\n"
+"These are defined in 2D, with [code]0,0[/code] being the origin of the "
+"[Portal] node's [member Spatial.global_transform].\n"
+"[b]Note:[/b] These raw points are sanitized for winding order internally."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"Visibility through [Portal]s can be turned on and off at runtime - this is "
+"useful for having closable doors."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"Some objects are so big that they may be present in more than one [Room] "
+"('sprawling'). As we often don't want objects that *just* breach the edges "
+"to be assigned to neighbouring rooms, you can assign an extra margin through "
+"the [Portal] to allow objects to breach without sprawling."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"Portals default to being two way - see through in both directions, however "
+"you can make them one way, visible from the source room only."
+msgstr ""
+
+#: doc/classes/Portal.xml
+msgid ""
+"In most cases you will want to use the default [Portal] margin in your "
+"portals (this is set in the [RoomManager]).\n"
+"If you want to override this default, set this value to [code]false[/code], "
+"and the local [member portal_margin] will take effect."
+msgstr ""
+
+#: doc/classes/Position2D.xml
+msgid "Generic 2D position hint for editing."
+msgstr ""
+
+#: doc/classes/Position2D.xml
+msgid ""
+"Generic 2D position hint for editing. It's just like a plain [Node2D], but "
+"it displays as a cross in the 2D editor at all times. You can set cross' "
+"visual size by using the gizmo in the 2D editor while the node is selected."
+msgstr ""
+
+#: doc/classes/Position3D.xml
+msgid "Generic 3D position hint for editing."
+msgstr ""
+
+#: doc/classes/Position3D.xml
+msgid ""
+"Generic 3D position hint for editing. It's just like a plain [Spatial], but "
+"it displays as a cross in the 3D editor at all times."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], "
+"[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"Returns mesh arrays used to constitute surface of [Mesh]. The result can be "
+"passed to [method ArrayMesh.add_surface_from_arrays] to create a new "
+"surface. For example:\n"
+"[codeblock]\n"
+"var c := CylinderMesh.new()\n"
+"var arr_mesh := ArrayMesh.new()\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
+"get_mesh_arrays())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid ""
+"If set, the order of the vertices in each triangle are reversed resulting in "
+"the backside of the mesh being drawn.\n"
+"This gives the same result as using [constant SpatialMaterial.CULL_BACK] in "
+"[member SpatialMaterial.params_cull_mode]."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml
+msgid "The current [Material] of the primitive mesh."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Class representing a prism-shaped [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid ""
+"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
+"above the bottom-left edge."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Size of the prism."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Number of added edge loops along the Z axis."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Number of added edge loops along the Y axis."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml
+msgid "Number of added edge loops along the X axis."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"Type of [Sky] that is generated procedurally based on user input parameters."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"ProceduralSky provides a way to create an effective background quickly by "
+"defining procedural parameters for the sun, the sky and the ground. The sky "
+"and ground are very similar, they are defined by a color at the horizon, "
+"another color, and finally an easing curve to interpolate between these two "
+"colors. Similarly, the sun is described by a position in the sky, a color, "
+"and an easing curve. However, the sun also defines a minimum and maximum "
+"angle, these two values define at what distance the easing curve begins and "
+"ends from the sun, and thus end up defining the size of the sun in the sky.\n"
+"The ProceduralSky is updated on the CPU after the parameters change. It is "
+"stored in a texture and then displayed as a background in the scene. This "
+"makes it relatively unsuitable for real-time updates during gameplay. "
+"However, with a small enough texture size, it can still be updated "
+"relatively frequently, as it is updated on a background thread when multi-"
+"threading is available."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the ground at the bottom."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"How quickly the [member ground_horizon_color] fades into the [member "
+"ground_bottom_color]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Amount of energy contribution from the ground."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the ground at the horizon."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"How quickly the [member sky_horizon_color] fades into the [member "
+"sky_top_color]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Amount of energy contribution from the sky."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the sky at the horizon."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Color of the sky at the top."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Distance from center of sun where it fades out completely."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Distance from sun where it goes from solid to starting to fade."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "The sun's color."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"How quickly the sun fades away between [member sun_angle_min] and [member "
+"sun_angle_max]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Amount of energy contribution from the sun."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "The sun's height using polar coordinates."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "The direction of the sun using polar coordinates."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid ""
+"Size of [Texture] that the ProceduralSky will generate. The size is set "
+"using [enum TextureSize]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 256x128."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 512x256."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 1024x512. This is the default size."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 2048x1024."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Sky texture will be 4096x2048."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml
+msgid "Represents the size of the [enum TextureSize] enum."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "General-purpose progress bar."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "General-purpose progress bar. Shows fill percentage from right to left."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "If [code]true[/code], the fill percentage is displayed on the bar."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The color of the text."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The color of the text's shadow."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid ""
+"Font used to draw the fill percentage if [member percent_visible] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The style of the background."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml
+msgid "The style of the progress (i.e. the part that fills the bar)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Contains global variables accessible from everywhere."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Contains global variables accessible from everywhere. Use [method "
+"get_setting], [method set_setting] or [method has_setting] to access them. "
+"Variables stored in [code]project.godot[/code] are also loaded into "
+"ProjectSettings, making this object very useful for reading custom game "
+"configuration options.\n"
+"When naming a Project Settings property, use the full path to the setting "
+"including the category. For example, [code]\"application/config/name\"[/"
+"code] for the project name. Category and property names can be viewed in the "
+"Project Settings dialog.\n"
+"[b]Feature tags:[/b] Project settings can be overridden for specific "
+"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
+"tutorials/export/feature_tags.html]feature tags[/url].\n"
+"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
+"named [code]override.cfg[/code] in the project's root directory. This can "
+"also be used in exported projects by placing this file in the same directory "
+"as the project binary. Overriding will still take the base project "
+"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/"
+"url] in account. Therefore, make sure to [i]also[/i] override the setting "
+"with the desired feature tags if you want them to override base project "
+"settings on all platforms and configurations."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Adds a custom property info to a property. The dictionary must contain:\n"
+"- [code]name[/code]: [String] (the property's name)\n"
+"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
+"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
+"[code]hint_string[/code]: [String]\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set(\"category/property_name\", 0)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"one,two,three\"\n"
+"}\n"
+"\n"
+"ProjectSettings.add_property_info(property_info)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Clears the whole configuration (not recommended, may break things)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the order of a configuration value (influences when saved to the "
+"config file)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the value of a setting.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the absolute, native OS path corresponding to the localized "
+"[code]path[/code] (starting with [code]res://[/code] or [code]user://[/"
+"code]). The returned path will vary depending on the operating system and "
+"user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths "
+"in Godot projects[/url] to see what those paths convert to. See also [method "
+"localize_path].\n"
+"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
+"in an exported project. Instead, prepend the executable's base directory to "
+"the path when running from an exported project:\n"
+"[codeblock]\n"
+"var path = \"\"\n"
+"if OS.has_feature(\"editor\"):\n"
+" # Running from an editor binary.\n"
+" # `path` will contain the absolute path to `hello.txt` located in the "
+"project root.\n"
+" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
+"else:\n"
+" # Running from an exported project.\n"
+" # `path` will contain the absolute path to `hello.txt` next to the "
+"executable.\n"
+" # This is *not* identical to using `ProjectSettings.globalize_path()` "
+"with a `res://` path,\n"
+" # but is close enough in spirit.\n"
+" path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Returns [code]true[/code] if a configuration value is present."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Loads the contents of the .pck or .zip file specified by [code]pack[/code] "
+"into the resource filesystem ([code]res://[/code]). Returns [code]true[/"
+"code] on success.\n"
+"[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file "
+"already in the resource filesystem, any attempts to load that file will use "
+"the file from [code]pack[/code] unless [code]replace_files[/code] is set to "
+"[code]false[/code].\n"
+"[b]Note:[/b] The optional [code]offset[/code] parameter can be used to "
+"specify the offset in bytes to the start of the resource pack. This is only "
+"supported for .pck files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the localized path (starting with [code]res://[/code]) corresponding "
+"to the absolute, native OS [code]path[/code]. See also [method "
+"globalize_path]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns [code]true[/code] if the specified property exists and its initial "
+"value differs from the current value."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Returns the specified property's initial value. Returns [code]null[/code] if "
+"the property does not exist."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Saves the configuration to the [code]project.godot[/code] file.\n"
+"[b]Note:[/b] This method is intended to be used by editor plugins, as "
+"modified [ProjectSettings] can't be loaded back in the running app. If you "
+"want to change project settings in exported projects, use [method "
+"save_custom] to save [code]override.cfg[/code] file."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Saves the configuration to a custom file. The file extension must be [code]."
+"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
+"code] (to save in binary format). You can also save [code]override.cfg[/"
+"code] file, which is also text, but can be used in exported projects unlike "
+"other formats."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the specified property's initial value. This is the value the property "
+"reverts to."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the order of a configuration value (influences when saved to the config "
+"file)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the value of a setting.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
+"[/codeblock]\n"
+"This can also be used to erase custom project settings. To do this change "
+"the setting value to [code]null[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Comma-separated list of custom Android modules (which must have been built "
+"in the Android export templates) using their Java package path, e.g. "
+"[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/"
+"FrenchFriesFactory\"[/code].\n"
+"[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/"
+"GodotPaymentV3[/code] module was deprecated and replaced by the "
+"[code]GodotPayment[/code] plugin which should be enabled in the Android "
+"export preset under [code]Plugins[/code] section. The singleton to access in "
+"code was also renamed to [code]GodotPayment[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Background color for the boot splash."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], scale the boot splash image to the full window size "
+"(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
+"the engine will leave it at the default pixel size."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to an image used as the boot splash. If left empty, the default Godot "
+"Engine splash will be displayed instead.\n"
+"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] "
+"is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], displays the image specified in [member application/"
+"boot_splash/image] when the engine starts. If [code]false[/code], only "
+"displays the plain color specified in [member application/boot_splash/"
+"bg_color]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], applies linear filtering when scaling the image "
+"(recommended for high-resolution artwork). If [code]false[/code], uses "
+"nearest-neighbor interpolation (recommended for pixel art)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"This user directory is used for storing persistent data ([code]user://[/"
+"code] filesystem). If left empty, [code]user://[/code] resolves to a project-"
+"specific folder in Godot's own configuration folder (see [method OS."
+"get_user_data_dir]). If a custom directory name is defined, this name will "
+"be used instead and appended to the system-specific user data directory "
+"(same parent folder as the Godot configuration folder documented in [method "
+"OS.get_user_data_dir]).\n"
+"The [member application/config/use_custom_user_dir] setting must be enabled "
+"for this to take effect."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The project's description, displayed as a tooltip in the Project Manager "
+"when hovering the project."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Icon used for the project, set when project loads. Exporters will also use "
+"this icon when possible."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
+"This is done automatically on start by calling [method OS.set_native_icon]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The project's name. It is used both by the Project Manager and by exporters. "
+"The project name can be translated by translating its value in localization "
+"files. The window title will be set to match the project name automatically "
+"on startup.\n"
+"[b]Note:[/b] Changing this value will also change the user data folder's "
+"path if [member application/config/use_custom_user_dir] is [code]false[/"
+"code]. After renaming the project, you will no longer be able to access "
+"existing data in [code]user://[/code] unless you rename the old folder to "
+"match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths."
+"html]Data paths[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies a file to override project settings. For example: [code]user://"
+"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] "
+"class description at the top for more information.\n"
+"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
+"code] will still be read to override the project settings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the project will save user data to its own user "
+"directory (see [member application/config/custom_user_dir_name]). This "
+"setting is only effective on desktop platforms. A name must be set in the "
+"[member application/config/custom_user_dir_name] setting for this to take "
+"effect. If [code]false[/code], the project will save user data to [code](OS "
+"user data directory)/Godot/app_userdata/(project name)[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the project will use a hidden directory ([code]."
+"import[/code]) for storing project-specific data (metadata, shader cache, "
+"etc.).\n"
+"If [code]false[/code], a non-hidden directory ([code]import[/code]) will be "
+"used instead.\n"
+"[b]Note:[/b] Restart the application after changing this setting.\n"
+"[b]Note:[/b] Changing this value can help on platforms or with third-party "
+"tools where hidden directory patterns are disallowed. Only modify this "
+"setting if you know that your environment requires it, as changing the "
+"default can impact compatibility with some external tools or plugins which "
+"expect the default [code].import[/code] folder."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
+"This is done automatically on start by calling [method OS.set_native_icon]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Time samples for frame deltas are subject to random variation introduced by "
+"the platform, even when frames are displayed at regular intervals thanks to "
+"V-Sync. This can lead to jitter. Delta smoothing can often give a better "
+"result by filtering the input deltas to correct for minor fluctuations from "
+"the refresh rate.\n"
+"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
+"vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n"
+"It may take several seconds at a stable frame rate before the smoothing is "
+"initially activated. It will only be active on machines where performance is "
+"adequate to render frames at the refresh rate."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] Shifts the measurement of delta time for each frame to "
+"just after the drawing has taken place. This may lead to more consistent "
+"deltas and a reduction in frame stutters."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], disables printing to standard error. If [code]true[/"
+"code], this also hides error and warning messages printed by [method "
+"@GDScript.push_error] and [method @GDScript.push_warning]. See also [member "
+"application/run/disable_stdout].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], disables printing to standard output. This is "
+"equivalent to starting the editor or project with the [code]--quiet[/code] "
+"command line argument. See also [member application/run/disable_stderr].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], flushes the standard output stream every time a line "
+"is printed. This affects both terminal logging and file logging.\n"
+"When running a project, this setting must be enabled if you want logs to be "
+"collected by service managers such as systemd/journalctl. This setting is "
+"disabled by default on release builds, since flushing on every printed line "
+"will negatively affect performance if lots of lines are printed in a rapid "
+"succession. Also, if this setting is enabled, logged files will still be "
+"written successfully if the application crashes or is otherwise killed by "
+"the user (without being closed \"normally\").\n"
+"[b]Note:[/b] Regardless of this setting, the standard error stream "
+"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Debug build override for [member application/run/flush_stdout_on_print], as "
+"performance is less important during debugging.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces a delay between frames in the main loop (in milliseconds). This may "
+"be useful if you plan to disable vertical synchronization."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables low-processor usage mode. This setting only "
+"works on desktop platforms. The screen is not redrawn if nothing changes "
+"visually. This is meant for writing applications and editors, but is pretty "
+"useless (and can hurt performance) in most games."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of sleeping between frames when the low-processor usage mode is "
+"enabled (in microseconds). Higher values will result in lower CPU usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Path to the main scene file that will be loaded when the project runs."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Audio buses will disable automatically when sound goes below a given dB "
+"threshold for a given time. This saves CPU as effects assigned to that bus "
+"will no longer do any processing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [AudioBusLayout] resource file to use in the project, unless "
+"overridden by the scene."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies the audio driver to use. This setting is platform-dependent as "
+"each platform supports different audio drivers. If left empty, the default "
+"audio driver will be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], microphone input will be allowed. This requires "
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The mixing rate used for audio (in Hz). In general, it's better to not touch "
+"this and leave it to the host operating system."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Safer override for [member audio/mix_rate] in the Web platform. Here "
+"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
+"like forcing the mix rate)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies the preferred output latency in milliseconds for audio. Lower "
+"values will result in lower audio latency at the cost of increased CPU "
+"usage. Low values may result in audible cracking on slower hardware.\n"
+"Audio output latency may be constrained by the host operating system and "
+"audio hardware drivers. If the host can not provide the specified audio "
+"output latency then Godot will attempt to use the nearest latency allowed by "
+"the host. As such you should always use [method AudioServer."
+"get_output_latency] to determine the actual audio output latency.\n"
+"[b]Note:[/b] This setting is ignored on Windows."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Safer override for [member audio/output_latency] in the Web platform, to "
+"avoid audio issues especially on mobile devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Setting to hardcode audio delay when playing video. Best to leave this "
+"untouched unless you know what you are doing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for gzip. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for Zlib. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for Zstandard. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
+"distance matching[/url] in Zstandard."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Largest size limit (in power of 2) allowed when compressing using long-"
+"distance matching with Zstandard. Higher values can result in better "
+"compression, but will require more memory when compressing and decompressing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], displays getters and setters in autocompletion results "
+"in the script editor. This setting is meant to be used when porting old "
+"projects (Godot 2), as using member variables is the preferred style from "
+"Godot 3 onwards."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a constant is used as a function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when deprecated keywords such as "
+"[code]slave[/code] are used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
+"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
+"GDScript warnings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
+"not generate warnings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when the type of the default value "
+"set to an exported variable is different than the specified export type."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function is declared with the "
+"same name as a constant."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function is declared with the "
+"same name as a variable. This will turn into an error in a future version "
+"when first-class functions become supported in GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function assigned to a "
+"variable may yield and return a function state instead of a value."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using a function as if it was a "
+"property."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a ternary operator may emit "
+"values with incompatible types."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when dividing an integer by another "
+"integer (the decimal part will be discarded)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when passing a floating-point value "
+"to a function that expects an integer (it will be converted and lose "
+"precision)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using a property as if it was a "
+"function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling a function without using "
+"its return value (by assigning it to a variable or using it as a function "
+"argument). Such return values are sometimes used to denote possible errors "
+"using the [enum Error] enum."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when defining a local or subclass "
+"member variable that would shadow a variable at an upper level (such as a "
+"member variable)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling an expression that has "
+"no effect on the surrounding code, such as writing [code]2 + 2[/code] as a "
+"statement."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling a ternary expression "
+"that has no effect on the surrounding code, such as writing [code]42 if "
+"active else 0[/code] as a statement."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], all warnings will be reported as if they were errors."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using a variable that wasn't "
+"previously assigned."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when assigning a variable using an "
+"assignment operator like [code]+=[/code] if the variable wasn't previously "
+"assigned."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when unreachable code is detected "
+"(such as after a [code]return[/code] statement that will always be executed)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when using an expression whose type "
+"may not be compatible with the function parameter expected."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], enables warnings when performing an unsafe cast."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when calling a method whose presence "
+"is not guaranteed at compile-time in the class."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when accessing a property whose "
+"presence is not guaranteed at compile-time in the class."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a function parameter is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a member variable is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], enables warnings when a signal is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], enables warnings when a local variable is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when a variable is declared with the "
+"same name as a function. This will turn into an error in a future version "
+"when first-class functions become supported in GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings when assigning the result of a "
+"function that returns [code]void[/code] to a variable."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of frames per second allowed. The actual number of frames per "
+"second may still be below this value if the game is lagging. See also "
+"[member physics/common/physics_fps].\n"
+"If [member display/window/vsync/use_vsync] is enabled, it takes precedence "
+"and the forced FPS number cannot exceed the monitor's refresh rate.\n"
+"This setting is therefore mostly relevant for lowering the maximum FPS below "
+"VSync, e.g. to perform non-real-time rendering of static frames, or test the "
+"project under lag conditions.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the rendering FPS cap at runtime, set [member Engine.target_fps] instead."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum call stack allowed for debugging GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables warnings which can help pinpoint where nodes "
+"are being incorrectly updated, which will result in incorrect interpolation "
+"and visual glitches.\n"
+"When a node is being interpolated, it is essential that the transform is set "
+"during [method Node._physics_process] (during a physics tick) rather than "
+"[method Node._process] (during a frame)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum amount of functions per frame allowed when profiling."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Print frames per second to standard output every second."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Print more information to standard output when running. It displays "
+"information such as memory leaks, which scenes and resources are being "
+"loaded, etc."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum call stack in visual scripting, to avoid infinite recursion."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the contact points between collision shapes, visible when \"Visible "
+"Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets whether 2D physics will display collision outlines in game when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of contact points between collision shapes to display when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
+"enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the disabled navigation geometry, visible when \"Visible "
+"Navigation\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Color of the navigation geometry, visible when \"Visible Navigation\" is "
+"enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Custom image for the mouse cursor (limited to 256×256)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Hotspot for the custom mouse cursor image."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 "
+"platform. This setting has no effect on desktop Linux, as DPI-awareness "
+"fallbacks are not supported there."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
+"the screensaver does not take over. Works on desktop and mobile platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default screen orientation to use on mobile devices.\n"
+"[b]Note:[/b] When set to a portrait orientation, this project setting does "
+"not flip the project resolution's width and height automatically. Instead, "
+"you have to set [member display/window/size/width] and [member display/"
+"window/size/height] accordingly."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the home indicator is hidden automatically. This only "
+"affects iOS devices without a physical home button."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allows per-pixel transparency for the window "
+"background. This affects performance, so leave it on [code]false[/code] "
+"unless you need it.\n"
+"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
+"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
+"and Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the window background to transparent when it starts.\n"
+"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
+"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
+"and Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces the main window to be always on top.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces the main window to be borderless.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the main window to full screen when the project starts. Note that this "
+"is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless "
+"window is used to emulate fullscreen. On macOS, a new desktop is used to "
+"display the running project.\n"
+"Regardless of the platform, enabling fullscreen will change the window size "
+"to match the monitor's size. Therefore, make sure your project supports "
+"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple "
+"resolutions[/url] when enabling fullscreen mode.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the game's main viewport height. On desktop platforms, this is the "
+"default window size. Stretch mode settings also use this as a reference when "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Allows the window to be resizable by default.\n"
+"[b]Note:[/b] This setting is ignored on iOS."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If greater than zero, overrides the window height when running the game. "
+"Useful for testing stretch modes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If greater than zero, overrides the window width when running the game. "
+"Useful for testing stretch modes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the game's main viewport width. On desktop platforms, this is the "
+"default window size. Stretch mode settings also use this as a reference when "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Specifies the tablet driver to use. If left empty, the default driver will "
+"be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables vertical synchronization. This eliminates "
+"tearing that may appear in moving scenes, at the cost of higher input "
+"latency and stuttering at lower framerates. If [code]false[/code], vertical "
+"synchronization will be disabled, however, many platforms will enforce it "
+"regardless (such as mobile platforms and HTML5)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], "
+"enables vertical synchronization via the operating system's window "
+"compositor when in windowed mode and the compositor is enabled. This will "
+"prevent stutter in certain situations. (Windows only.)\n"
+"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
+"experienced by some users. However, some users have experienced a Vsync "
+"framerate halving (e.g. from 60 FPS to 30 FPS) when using it."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The command-line arguments to append to Godot's own command line when "
+"running the project. This doesn't affect the editor itself.\n"
+"It is possible to make another executable run Godot by using the "
+"[code]%command%[/code] placeholder. The placeholder will be replaced with "
+"Godot's own command line. Program-specific arguments should be placed "
+"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
+"placed [i]after[/i] the placeholder.\n"
+"For example, this can be used to force the project to run on the dedicated "
+"GPU in a NVIDIA Optimus system on Linux:\n"
+"[codeblock]\n"
+"prime-run %command%\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default naming style for scene files to infer from their root nodes. "
+"Possible options are:\n"
+"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
+"casing.\n"
+"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
+"casing.\n"
+"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
+"casing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Search path for project-specific script templates. Godot will search for "
+"script templates both in the editor-specific path and in this project-"
+"specific path."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Text-based file extensions to include in the script editor's \"Find in "
+"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also "
+"parse your scene files, especially if you use built-in scripts which are "
+"serialized in the scene files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Load the previously opened VCS plugin when the editor starts up. This is set "
+"to [code]true[/code] whenever a new VCS plugin is initialized."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Last loaded VCS plugin name. Used to autoload the plugin when the editor "
+"starts up."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default value for [member ScrollContainer.scroll_deadzone], which will be "
+"used for all [ScrollContainer]s unless overridden."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, the moment [member Viewport.gui_disable_input] is set to "
+"[code]false[/code] to disable GUI input in a viewport, current mouse over "
+"and mouse focus will be dropped.\n"
+"That behavior helps to keep a robust GUI state, with no surprises when input "
+"is resumed regardless what has happened in the meantime.\n"
+"If disabled, the legacy behavior is used, which consists in just not doing "
+"anything besides the GUI input disable itself.\n"
+"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
+"and is the recommended setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
+"UWP to follow interface conventions."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to a custom [Theme] resource file to use for the project ([code]theme[/"
+"code] or generic [code]tres[/code]/[code]res[/code] extension)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to a custom [Font] resource to use as default for all GUI elements of "
+"the project."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Timer setting for incremental search in [Tree], [ItemList], etc. controls "
+"(in milliseconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Timer for detecting idle in [TextEdit] (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Default delay for tooltips (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to confirm a focused button, menu or list item, "
+"or validate input.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to discard a modal or pending input.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move down in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
+"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_END] on typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to focus the next [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_next].\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to focus the previous [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_previous].\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
+"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_HOME] on typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move left in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
+"typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
+"typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move right in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]).\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default [InputEventAction] to move up in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], key/touch/joystick events will be flushed just before "
+"every idle and physics frame.\n"
+"If [code]false[/code], such events will be flushed only once per idle frame, "
+"between iterations of the engine.\n"
+"Enabling this can greatly improve the responsiveness to input, specially in "
+"devices that need to run multiple physics frames per visible (idle) frame, "
+"because they can't run at the target frame rate.\n"
+"[b]Note:[/b] Currently implemented only in Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], sends mouse input events when tapping or swiping on "
+"the touchscreen."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], sends touch input events when clicking or dragging the "
+"mouse."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Default delay for touch events. This only affects iOS devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 21."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 22."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 23."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 24."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 25."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 26."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 27."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 28."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 29."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 30."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 31."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 32."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D physics layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 2D render layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 21."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 22."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 23."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 24."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 25."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 26."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 27."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 28."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 29."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 30."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 31."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 32."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D physics layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Optional name for the 3D render layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The locale to fall back to if a translation isn't available in a given "
+"language. If left empty, [code]en[/code] (English) will be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If non-empty, this locale will be used when running the project from the "
+"editor."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "If [code]true[/code], logs all output to files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Desktop override for [member logging/file_logging/enable_file_logging], as "
+"log files are not readily accessible on mobile/Web platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Path to logs within the project. Using an [code]user://[/code] path is "
+"recommended."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Specifies the maximum amount of log files allowed (used for rotation)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Godot uses a message queue to defer some function calls. If you run out of "
+"space on it (you will see an error), you can increase the size here."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"This is used by servers when used in multi-threading mode (servers and "
+"visual). RIDs are preallocated to avoid stalling the server requesting them "
+"on threads. If servers get stalled too often when loading resources in a "
+"thread, increase this number."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The policy to use for unhandled Mono (C#) exceptions. The default "
+"\"Terminate Application\" exits the project as soon as an unhandled "
+"exception is thrown. \"Log Error\" logs an error message to the console "
+"instead, and will not interrupt the project execution when an unhandled "
+"exception is thrown.\n"
+"[b]Note:[/b] The unhandled exception policy is always set to \"Log Error\" "
+"in the editor, which also includes C# [code]tool[/code] scripts running "
+"within the editor as well as editor plugin code."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_height].\n"
+"[b]Note:[/b] Currently not implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 2D navigation maps. See [method Navigation2DServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"Navigation2DServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_height]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer."
+"map_set_cell_size]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer.map_set_edge_connection_margin]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default map up vector for 3D navigation maps. See [method NavigationServer."
+"map_set_up]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum amount of characters allowed to send as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of errors allowed to be sent as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum amount of messages allowed to send as output from the debugger. Over "
+"this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum number of warnings allowed to be sent as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default size of packet peer stream for deserializing Godot data (in bytes, "
+"specified as a power of two). The default value [code]16[/code] is equal to "
+"65,536 bytes. Over this size, data is dropped."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Timeout (in seconds) for connection attempts using TCP."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent input packets for [WebSocketClient]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent output packets for [WebSocketClient]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent input packets for [WebSocketServer]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Maximum number of concurrent output packets for [WebSocketServer]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of read ahead used by remote filesystem. Higher values decrease the "
+"effects of latency at the cost of higher bandwidth usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Page size used by remote filesystem (in bytes)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The CA certificates bundle to use for SSL connections. If this is set to a "
+"non-empty value, this will [i]override[/i] Godot's default [url=https://"
+"github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
+"crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
+"bundle will be used.\n"
+"If in doubt, leave this setting empty."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"When creating node names automatically, set the type of casing in this "
+"project. This is mostly an editor setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"What to use to separate node name from number. This is mostly an editor "
+"setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size of the hash table used for the broad-phase 2D hash grid algorithm.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Additional expansion applied to object bounds in the 2D physics bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"coarser broadphase, which can stress the physics more in some situations.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default angular damp in 2D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity strength in 2D (in pixels per second squared).\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity strength to 98.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity direction in 2D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity direction to `Vector2(0, 1)`.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default linear damp in 2D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Threshold defining the surface size that constitutes a large object with "
+"regard to cells in the broad-phase 2D hash grid algorithm.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets which physics engine to use for 2D physics.\n"
+"\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no "
+"alternative 2D physics server implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Threshold angular velocity under which a 2D physics body will be considered "
+"inactive. See [constant Physics2DServer."
+"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Threshold linear velocity under which a 2D physics body will be considered "
+"inactive. See [constant Physics2DServer."
+"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets whether physics is run on the main thread or a separate one. Running "
+"the server on a thread increases performance, but restricts API access to "
+"only physics process.\n"
+"[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a "
+"Multi-Threaded thread model for physics. Be sure to assess whether it does "
+"give you extra performance and no regressions when using it."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Time (in seconds) of inactivity before which a 2D physics body will put to "
+"sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables the use of bounding volume hierarchy instead of hash grid for 2D "
+"physics spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets whether the 3D physics world will be created with support for "
+"[SoftBody] physics. Only applies to the Bullet physics engine."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default angular damp in 3D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity strength in 3D (in meters per second squared).\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity strength to 9.8.\n"
+"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
+"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default gravity direction in 3D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
+"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
+"PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default linear damp in 3D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Additional expansion applied to object bounds in the 3D physics bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"coarser broadphase, which can stress the physics more in some situations.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/"
+"use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables the use of bounding volume hierarchy instead of octree for 3D "
+"physics spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets which physics engine to use for 3D physics.\n"
+"\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] "
+"physics engine. The \"GodotPhysics\" engine is still supported as an "
+"alternative."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], smooths out collision with trimesh shapes "
+"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
+"internal edge information for every trimesh shape created.\n"
+"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
+"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, 2D and 3D physics picking behaves this way in relation to "
+"pause:\n"
+"- When pause is started, every collision object that is hovered or captured "
+"(3D only) is released from that condition, getting the relevant mouse-exit "
+"callback, unless its pause mode makes it immune to pause.\n"
+"- During pause, picking only considers collision objects immune to pause, "
+"sending input events and enter/exit callbacks to them as expected.\n"
+"If disabled, the legacy behavior is used, which consists in queuing the "
+"picking input events during pause (so nodes won't get them) and flushing "
+"that queue on resume, against the state of the 2D/3D world at that point."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The number of fixed iterations per second. This controls how often physics "
+"simulation and [method Node._physics_process] methods are run. See also "
+"[member debug/settings/fps/force_fps].\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the physics FPS at runtime, set [member Engine.iterations_per_second] "
+"instead.\n"
+"[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
+"most. If more than 8 physics ticks have to be simulated per rendered frame "
+"to keep up with rendering, the game will appear to slow down (even if "
+"[code]delta[/code] is used consistently in physics calculations). Therefore, "
+"it is recommended not to increase [member physics/common/physics_fps] above "
+"240. Otherwise, the game will slow down when the rendering framerate goes "
+"below 30 FPS."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of "
+"physics objects between the last two transforms, such that smooth motion is "
+"seen when physics ticks do not coincide with rendered frames.\n"
+"[b]Note:[/b] When moving objects to new positions (rather than the usual "
+"physics motion) you may want to temporarily turn off interpolation to "
+"prevent a visible glitch. You can do this using the [method Node."
+"reset_physics_interpolation] function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Controls how much physics ticks are synchronized with real time. For 0 or "
+"less, the ticks are synchronized. Such values are recommended for network "
+"games, where clock synchronization matters. Higher values cause higher "
+"deviation of in-game clock and real clock, but allows smoothing out "
+"framerate jitters. The default value of 0.5 should be fine for most; values "
+"above 2 could cause the game to react to dropped frames with a noticeable "
+"delay and are not recommended.\n"
+"[b]Note:[/b] For best results, when using a custom physics interpolation "
+"solution, the physics jitter fix should be disabled by setting [member "
+"physics/common/physics_jitter_fix] to [code]0[/code].\n"
+"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
+"physics/common/physics_interpolation] is enabled.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the value at runtime, set [member Engine.physics_jitter_fix] instead."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to "
+"uploading batching data. This may not be necessary but can be used for "
+"safety.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
+"for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
+"flag.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] If set to on, this applies buffer orphaning - "
+"[code]glBufferData[/code] is called with NULL data and the full buffer size "
+"prior to uploading new data. This can be important to avoid stalling on some "
+"hardware.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
+"for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
+"flag.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Choose between fixed mode where corner scalings are preserved matching the "
+"artwork, and scaling mode.\n"
+"Not available in GLES3 when [member rendering/batching/options/use_batching] "
+"is off."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Some NVIDIA GPU drivers have a bug which produces flickering issues for the "
+"[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to "
+"[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/"
+"url] for details.\n"
+"If [code]true[/code], this option enables a \"safe\" code path for such "
+"NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 "
+"rendering, but only on desktop platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. "
+"This provides greater compatibility with a wide range of hardware, and also "
+"may be faster in some circumstances.\n"
+"Currently only available when [member rendering/batching/options/"
+"use_batching] is active.\n"
+"[b]Note:[/b] Antialiased software skinned polys are not supported, and will "
+"be rendered without antialiasing.\n"
+"[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in "
+"operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas "
+"with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] "
+"skinning."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. "
+"May help in some pixel art styles.\n"
+"This snapping is performed on the GPU in the vertex shader.\n"
+"Consider using the project setting [member rendering/batching/precision/"
+"uv_contract] to prevent artifacts."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"When batching is on, this regularly prints a frame diagnosis log. Note that "
+"this will degrade performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[b]Experimental.[/b] For regression testing against the old renderer. If "
+"this is switched on, and [code]use_batching[/code] is set, the renderer will "
+"swap alternately between using the old renderer, and the batched renderer, "
+"on each frame. This makes it easy to identify visual differences. "
+"Performance will be degraded."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lights have the potential to prevent joining items, and break many of the "
+"performance benefits of batching. This setting enables some complex logic to "
+"allow joining items if their lighting is similar, and overlap tests pass. "
+"This can significantly improve performance in some games. Set to 0 to switch "
+"off. With large values the cost of overlap tests may lead to diminishing "
+"returns."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the proportion of the total screen area (in pixels) that must be saved "
+"by a scissor operation in order to activate light scissoring. This can "
+"prevent parts of items being rendered outside the light area. Lower values "
+"scissor more aggressively. A value of 1 scissors none of the items, a value "
+"of 0 scissors every item. The power of 4 of the value is used, in order to "
+"emphasize the lower range, and multiplied by the total screen area in pixels "
+"to give the threshold. This can reduce fill rate requirements in scenes with "
+"a lot of lighting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enabling this setting uses the legacy method to draw batches containing only "
+"one rect. The legacy method is faster (approx twice as fast), but can cause "
+"flicker on some systems. In order to directly compare performance with the "
+"non-batching renderer you can set this to true, but it is recommended to "
+"turn this off unless you can guarantee your target hardware will work with "
+"this method."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Turns 2D batching on and off. Batching increases performance by reducing the "
+"amount of graphics API drawcalls."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Switches on 2D batching within the editor."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size of buffer reserved for batched vertices. Larger size enables larger "
+"batches, but there are diminishing returns for the memory used. This should "
+"only have a minor effect on performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Including color in the vertex format has a cost, however, not including "
+"color prevents batching across color changes. This threshold determines the "
+"ratio of [code]number of vertex color changes / total number of vertices[/"
+"code] above which vertices will be translated to colored format. A value of "
+"0 will always use colored vertices, 1 will never use colored vertices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"In certain circumstances, the batcher can reorder items in order to better "
+"join them. This may result in better performance. An overlap test is needed "
+"however for each item lookahead, so there is a trade off, with diminishing "
+"returns. If you are getting no benefit, setting this to 0 will switch it off."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the number of commands to lookahead to determine whether to batch "
+"render items. A value of 1 can join items consisting of single commands, 0 "
+"turns off joining. Higher values are in theory more likely to join, however "
+"this has diminishing returns and has a runtime cost so a small value is "
+"recommended."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"On some platforms (especially mobile), precision issues in shaders can lead "
+"to reading 1 texel outside of bounds, particularly where rects are scaled. "
+"This can particularly lead to border artifacts around tiles in tilemaps.\n"
+"This adjustment corrects for this by making a small contraction to the UV "
+"coordinates used. Note that this can result in a slight squashing of border "
+"texels."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The amount of UV contraction. This figure is divided by 1000000, and is a "
+"proportion of the total texture dimensions, where the width and height are "
+"both ranged from 0.0 to 1.0.\n"
+"Use the default unless correcting for a problem on particular hardware."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_HIGH]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_LOW]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_MEDIUM]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_ULTRA]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Default background clear color. Overridable per [Viewport] using its "
+"[Environment]. See [member Environment.background_mode] and [member "
+"Environment.background_color] in particular. To change this default color "
+"programmatically, use [method VisualServer.set_default_clear_color]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"[Environment] that will be used as a fallback environment in case a scene "
+"does not specify its own environment. The default environment is loaded in "
+"at scene load time regardless of whether you have set an environment or not. "
+"If you do not rely on the fallback environment, it is best to delete "
+"[code]default_env.tres[/code], or to specify a different default environment "
+"here."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The use of half-float vertex compression may be producing rendering errors "
+"on some platforms (especially iOS). These have been seen particularly in "
+"particles. Disabling half-float may resolve these problems."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"iOS specific override for [member rendering/gles2/compatibility/"
+"disable_half_float], due to poor support for half-float vertex compression "
+"on many devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code] and available on the target Android device, enables "
+"high floating point precision for all shader computations in GLES2.\n"
+"[b]Warning:[/b] High floating point precision can be extremely slow on older "
+"devices and is often not available at all. Use with caution."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], every time an asynchronous shader compilation or an "
+"asynchronous shader reconstruction from cache starts or finishes, a line "
+"will be logged telling how many of those are happening.\n"
+"If the platform doesn't support parallel shader compile, but only the "
+"compile queue via a secondary GL context, what the message will tell is the "
+"number of shader compiles currently queued.\n"
+"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
+"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"This is the maximum number of shaders that can be compiled (or reconstructed "
+"from cache) at the same time.\n"
+"At runtime, while that count is reached, other shaders that can be "
+"asynchronously compiled will just use their fallback, without their setup "
+"being started until the count gets lower.\n"
+"This is a way to balance the CPU work between running the game and compiling "
+"the shaders. The goal is to have as many asynchronous compiles in flight as "
+"possible without impacting the responsiveness of the game, which beyond some "
+"point would destroy the benefits of asynchronous compilation. In other "
+"words, you may be able to afford that the FPS lowers a bit, and that will "
+"already be better than the stalling that synchronous compilation could "
+"cause.\n"
+"The default value is a conservative one, so you are advised to tweak it "
+"according to the hardware you are targeting.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific devices you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
+"startup, the least recently used entries will be deleted until the total "
+"size is within bounds.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If set to [code]Asynchronous[/code] and available on the target device, "
+"asynchronous compilation of shaders is enabled (in contrast to "
+"[code]Asynchronous[/code]).\n"
+"That means that when a shader is first used under some new rendering "
+"situation, the game won't stall while such shader is being compiled. "
+"Instead, a fallback will be used and the real shader will be compiled in the "
+"background. Once the actual shader is compiled, it will be used the next "
+"times it's used to draw a frame.\n"
+"Depending on the async mode configured for a given material/shader, the "
+"fallback will be an \"ubershader\" (the default) or just skip rendering any "
+"item it is applied to.\n"
+"An ubershader is a very complex shader, slow but suited to any rendering "
+"situation, that the engine generates internally so it can be used from the "
+"beginning while the traditional conditioned, optimized version of it is "
+"being compiled.\n"
+"To reduce loading times after the project has been launched at least once, "
+"you can use [code]Asynchronous + Cache[/code]. This also causes the "
+"ubershaders to be cached into storage so they can be ready faster next time "
+"they are used (provided the platform provides support for it).\n"
+"[b]Note:[/b] Asynchronous compilation is currently only supported for "
+"spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will "
+"not use asynchronous compilation even if this setting is set to "
+"[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
+"You may want to do that since mobile GPUs generally won't support "
+"ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max buffer size for blend shapes. Any blend shape bigger than this will not "
+"work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max buffer size for drawing polygons. Any polygon bigger than this will not "
+"work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max index buffer size for drawing polygons. Any polygon bigger than this "
+"will not work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max buffer size for drawing immediate objects (ImmediateGeometry nodes). "
+"Nodes using more than this size will not work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max number of lights renderable per object. This is further limited by "
+"hardware support. Most devices only support 409 lights, while many devices "
+"(especially mobile) only support 102. Setting this low will slightly reduce "
+"memory usage and may decrease shader compile times."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max amount of elements renderable in a frame. If more elements than this are "
+"visible per frame, they will not be drawn. Keep in mind elements refer to "
+"mesh surfaces and not meshes themselves. Setting this low will slightly "
+"reduce memory usage and may decrease shader compile times, particularly on "
+"web. For most uses, the default value is suitable, but consider lowering as "
+"much as possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max number of lights renderable in a frame. If more lights than this number "
+"are used, they will be ignored. Setting this low will slightly reduce memory "
+"usage and may decrease shader compile times, particularly on web. For most "
+"uses, the default value is suitable, but consider lowering as much as "
+"possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Max number of reflection probes renderable in a frame. If more reflection "
+"probes than this number are used, they will be ignored. Setting this low "
+"will slightly reduce memory usage and may decrease shader compile times, "
+"particularly on web. For most uses, the default value is suitable, but "
+"consider lowering as much as possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Shaders have a time variable that constantly increases. At some point, it "
+"needs to be rolled back to zero to avoid precision errors on shader "
+"animations. This setting specifies when (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import lossless textures "
+"using the PNG format. Otherwise, it will default to using WebP."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default compression level for lossless WebP. Higher levels result in "
+"smaller files at the cost of compression speed. Decompression speed is "
+"mostly unaffected by the compression level. Supported values are 0 to 9. "
+"Note that compression levels above 6 are very slow and offer very little "
+"savings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"On import, mesh vertex data will be split into two streams within a single "
+"vertex buffer, one for position data and the other for interleaved "
+"attributes data. Recommended to be enabled if targeting mobile devices. "
+"Requires manual reimport of meshes after toggling."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Determines the maximum number of polygon occluders that will be used at any "
+"one time.\n"
+"Although you can have many occluders in a scene, each frame the system will "
+"choose from these the most relevant based on a screen space metric, in order "
+"to give the best overall performance.\n"
+"A greater number of polygons can potentially cull more objects, however the "
+"cost of culling calculations scales with the number of occluders."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Determines the maximum number of sphere occluders that will be used at any "
+"one time.\n"
+"Although you can have many occluders in a scene, each frame the system will "
+"choose from these the most relevant based on a screen space metric, in order "
+"to give the best overall performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default convention is for portal normals to point outward (face outward) "
+"from the source room.\n"
+"If you accidentally build your level with portals facing the wrong way, this "
+"setting can fix the problem.\n"
+"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
+"conversion to [Portal] nodes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Show conversion logs.\n"
+"[b]Note:[/b] This will automatically be disabled in exports."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], gameplay callbacks will be sent as [code]signals[/"
+"code]. If [code]false[/code], they will be sent as [code]notifications[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If enabled, while merging meshes, the system will also attempt to remove "
+"[Spatial] nodes that no longer have any children.\n"
+"Reducing the number of [Node]s in the scene tree can make traversal more "
+"efficient, but can be switched off in case you wish to use empty [Spatial]s "
+"for markers or some other purpose."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Show logs during PVS generation.\n"
+"[b]Note:[/b] This will automatically be disabled in exports."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Uses a simplified method of generating PVS (potentially visible set) data. "
+"The results may not be accurate where more than one portal join adjacent "
+"rooms.\n"
+"[b]Note:[/b] Generally you should only use this option if you encounter bugs "
+"when it is set to [code]false[/code], i.e. there are problems with the "
+"default method."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
+"dynamic range. High dynamic range allows the use of [Color] values greater "
+"than 1. This must be set to [code]true[/code] for glow rendering to work if "
+"[member Environment.glow_hdr_threshold] is greater than or equal to "
+"[code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
+"devices, due to performance concerns or driver support. This must be set to "
+"[code]true[/code] for glow rendering to work if [member Environment."
+"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also "
+"enabled.\n"
+"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
+"full floating-point precision is slower, and is generally only needed for "
+"advanced shaders that require a high level of precision. To reduce banding, "
+"enable [member rendering/quality/filters/use_debanding] instead.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Disables depth pre-pass for some GPU vendors (usually mobile), as their "
+"architecture already does this."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], performs a previous depth pass before rendering "
+"materials. This increases performance in scenes with high overdraw, when "
+"complex materials and lighting are used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The directional shadow's size in pixels. Higher values will result in "
+"sharper shadows, at the cost of performance. The value will be rounded up to "
+"the nearest power of 2. This setting can be changed at run-time; the change "
+"will be applied immediately."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/directional_shadow/size] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The video driver to use (\"GLES2\" or \"GLES3\").\n"
+"[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--"
+"video-driver[/code] command line argument, or by the [member rendering/"
+"quality/driver/fallback_to_gles2] option if the target system does not "
+"support GLES3 and falls back to GLES2. In such cases, this property is not "
+"updated, so use [method OS.get_current_video_driver] to query it at run-time."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 "
+"driver is not supported.\n"
+"[b]Note:[/b] The two video drivers are not drop-in replacements for each "
+"other, so a game designed for GLES3 might not work properly when falling "
+"back to GLES2. In particular, some features of the GLES3 backend are not "
+"available in GLES2. Enabling this setting also means that both ETC and ETC2 "
+"VRAM-compressed textures will be exported on Android and iOS, increasing the "
+"data pack's size."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Maximum anisotropic filter level used for textures with anisotropy enabled. "
+"Higher values will result in sharper textures when viewed from oblique "
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Sets the number of MSAA samples to use. MSAA is used to reduce aliasing "
+"around the edges of polygons. A higher MSAA value results in smoother edges "
+"but can be significantly slower on some hardware.\n"
+"[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], contrast-adaptive "
+"sharpening will be applied to the 3D viewport. This has a low performance "
+"cost and can be used to recover some of the sharpness lost from using FXAA. "
+"Values around [code]0.5[/code] generally give the best results. See also "
+"[member rendering/quality/filters/use_fxaa]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
+"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
+"[b]Note:[/b] There are known issues with debanding breaking rendering on "
+"mobile platforms. Due to this, it is recommended to leave this option "
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables FXAA in the root Viewport. FXAA is a popular screen-space "
+"antialiasing method, which is fast but will make the image look blurry, "
+"especially at lower resolutions. It can still work relatively well at large "
+"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [member rendering/"
+"quality/filters/sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
+"mipmaps (also called \"bilinear filtering\"), which will result in visible "
+"seams appearing between mipmap stages. This may increase performance in "
+"mobile as less memory bandwidth is used. If [code]false[/code], linear "
+"mipmap filtering (also called \"trilinear filtering\") is used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Strategy used for framebuffer allocation. The simpler it is, the less "
+"resources it uses (but the less features it supports). If set to \"2D "
+"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
+"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
+"code] will not be available in shaders and post-processing effects such as "
+"glow will not be available in [Environment]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/intended_usage/"
+"framebuffer_allocation] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enable usage of bicubic sampling in baked lightmaps. This results in "
+"smoother looking lighting at the expense of more bandwidth usage. On GLES2, "
+"changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/lightmapping/"
+"use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size of the atlas used by reflection probes. A larger size can result in "
+"higher visual quality, while a smaller size will be faster and take up less "
+"memory."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Number of subdivisions to use for the reflection atlas. A higher number "
+"lowers the quality of each atlas, but allows you to use more."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses a high amount of samples to create blurred "
+"variants of reflection probes and panorama backgrounds (sky). Those blurred "
+"variants are used by rough materials."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/reflections/"
+"high_quality_ggx] on mobile devices, due to performance concerns or driver "
+"support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Limits the size of the irradiance map which is normally determined by "
+"[member Sky.radiance_size]. A higher size results in a higher quality "
+"irradiance map similarly to [member rendering/quality/reflections/"
+"high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, "
+"otherwise keep this as low as possible.\n"
+"[b]Note:[/b] Low and mid range hardware do not support complex irradiance "
+"maps well and may crash if this is set too high."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
+"probes and panorama backgrounds (sky). This reduces jitter noise on "
+"reflections, but costs more performance and memory."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/reflections/"
+"texture_array_reflections] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
+"blurred reflections instead of the GGX model."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], uses faster but lower-quality Lambert material "
+"lighting model instead of Burley."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_lambert_over_burley] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_vertex_shading] on mobile devices, due to performance concerns or "
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], enables new physical light attenuation for "
+"[OmniLight]s and [SpotLight]s. This results in more realistic lighting "
+"appearance with a very small performance cost. When physical light "
+"attenuation is enabled, lights will appear to be darker as a result of the "
+"new attenuation formula. This can be compensated by adjusting the lights' "
+"energy or attenuation values.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size for cubemap into which the shadow is rendered before being copied into "
+"the shadow atlas. A higher number can result in higher resolution shadows "
+"when used with a higher [member rendering/quality/shadow_atlas/size]. "
+"Setting higher than a quarter of the [member rendering/quality/shadow_atlas/"
+"size] will not result in a perceptible increase in visual quality."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Subdivision quadrant size for shadow mapping. See shadow mapping "
+"documentation."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shadow_atlas/size] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Shadow filter mode. Higher-quality settings result in smoother shadows that "
+"flicker less when moving. \"Disabled\" is the fastest option, but also has "
+"the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is "
+"the smoothest option, but is also the slowest.\n"
+"[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually "
+"uses 16 samples to emulate linear filtering in the shader. This results in a "
+"shadow appearance similar to the one produced by the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Lower-end override for [member rendering/quality/shadows/filter_mode] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Forces [MeshInstance] to always perform skinning on the CPU (applies to both "
+"GLES2 and GLES3).\n"
+"See also [member rendering/quality/skinning/software_skinning_fallback]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Allows [MeshInstance] to perform skinning on the CPU when the hardware "
+"doesn't support the default GPU skinning process with GLES2.\n"
+"If [code]false[/code], an alternative skinning process on the GPU is used in "
+"this case (slower in most cases).\n"
+"See also [member rendering/quality/skinning/force_software_skinning].\n"
+"[b]Note:[/b] When the software skinning fallback is triggered, custom vertex "
+"shaders will behave in a different way, because the bone transform will be "
+"already applied to the modelview matrix."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Additional expansion applied to object bounds in the 3D rendering bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"reduced accuracy.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/"
+"spatial_partitioning/use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The rendering octree balance can be changed to favor smaller ([code]0[/"
+"code]), or larger ([code]1[/code]) branches.\n"
+"Larger branches can increase performance significantly in some projects.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/"
+"spatial_partitioning/use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Enables the use of bounding volume hierarchy instead of octree for rendering "
+"spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Improves quality of subsurface scattering, but cost significantly increases."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Quality setting for subsurface scattering (samples taken)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid "Max radius used for subsurface scattering samples."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Weight subsurface scattering samples. Helps to avoid reading samples from "
+"unrelated parts of the screen."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Use high-quality voxel cone tracing. This results in better-looking "
+"reflections, but is much more expensive on the GPU."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Thread model for rendering. Rendering on a thread can vastly improve "
+"performance, but synchronizing to the main thread can cause a bit more "
+"jitter."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], a thread safe version of BVH (bounding volume "
+"hierarchy) will be used in rendering and Godot physics.\n"
+"Try enabling this option if you see any visual anomalies in 3D (such as "
+"incorrect object visibility)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the BPTC algorithm. This texture compression algorithm is "
+"only supported on desktop platforms, and only when using the GLES3 "
+"renderer.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the Ericsson Texture Compression algorithm. This algorithm "
+"doesn't support alpha channels in textures.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the Ericsson Texture Compression 2 algorithm. This texture "
+"compression algorithm is only supported when using the GLES3 renderer.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the PowerVR Texture Compression algorithm. This texture "
+"compression algorithm is only supported on iOS.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the S3 Texture Compression algorithm. This algorithm is only "
+"supported on desktop platforms and consoles.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in "
+"pixels)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"Objects can use this signal to restrict reading of settings only to "
+"situations where a change has been made."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid "Interpolates an [Object]'s property over time."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See "
+"[method SceneTreeTween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
+"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
+"function correctly."
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"When called, the final value will be used as a relative value instead. "
+"Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets a custom initial value to the [PropertyTweener]. Example:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PropertyTweener.xml
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "General-purpose 3D proximity detection node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"General-purpose proximity detection node. [ProximityGroup] can be used for "
+"[i]approximate[/i] distance checks, which are faster than exact distance "
+"checks using [method Vector3.distance_to] or [method Vector3."
+"distance_squared_to].\n"
+"[ProximityGroup] nodes are automatically grouped together, as long as they "
+"share the same [member group_name] and intersect with each other. By calling "
+"the [method broadcast], you can invoke a specified method with various "
+"parameters to all intersecting members.\n"
+"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
+"coordinates. The coordinates are automatically calculated by calling [member "
+"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
+"automatic grouping), you need to define its [member group_name] to a non-"
+"empty [String]. As soon as this object's shape intersects with another "
+"[ProximityGroup] object' shape, and both share the same [member group_name], "
+"they will belong together for as long as they intersect.\n"
+"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
+"add any other node as a child (unlike [PhysicsBody]).\n"
+"The [ProximityGroup] uses the [SceneTree] groups in the background by "
+"calling the method [method Node.add_to_group] internally. The [SceneTree] "
+"group names are constructed by combining the [member group_name] with its "
+"coordinates, which are calculated using the [member grid_radius] you defined "
+"beforehand.\n"
+"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
+"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
+"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
+"[/code] will create the following [SceneTree] group names:\n"
+"[codeblock]\n"
+"- \"planets|5|4|3\"\n"
+"- \"planets|5|4|4\"\n"
+"- \"planets|5|4|5\"\n"
+"- \"planets|5|4|6\"\n"
+"- \"planets|5|4|7\"\n"
+"- \"planets|5|4|8\"\n"
+"- \"planets|5|4|9\"\n"
+"- ...\n"
+"[/codeblock]\n"
+"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
+"group name [code]\"planets\"[/code], and one of its coordinates is "
+"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
+"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
+"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
+"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
+"as both nodes don't change their transform and stop intersecting (or exit "
+"the scene tree), they are grouped together. As long as this intersection "
+"exists, any call to [method broadcast] will affect [i]both[/i] "
+"[ProximityGroup] nodes.\n"
+"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
+"- The larger the grid radius, the more coordinates and the more [SceneTree] "
+"groups are created. This can have a performance impact if too many groups "
+"are created.\n"
+"- If the [ProximityGroup] node is transformed in any way (or is removed from "
+"the scene tree), the groupings will have to be recalculated. This can also "
+"have a performance impact.\n"
+"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
+"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
+"small grid radius values may lead to unwanted groupings.\n"
+"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
+"effective and faster [VisibilityNotifier] functionality. For most use cases, "
+"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
+"fast enough too, especially if you call them less often using a [Timer] node."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
+"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
+"all calls are delegated to their respective parent [Node]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specifies which node gets contacted on a call of method [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"The size of the space in 3D units. This also sets the amount of coordinates "
+"required to calculate whether two [ProximityGroup] nodes are intersecting or "
+"not. Smaller [member grid_radius] values can be used for more precise "
+"proximity checks at the cost of performance, since more groups will be "
+"created."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Specify the common group name, to let other [ProximityGroup] nodes know, if "
+"they should be auto-grouped with this node in case they intersect with each "
+"other.\n"
+"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
+"code] and another called [code]\"Mars\"[/code], with both nodes having "
+"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
+"significantly larger [member grid_radius] than their actual radius, position "
+"them close enough and they'll be automatically grouped."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"Emitted when the user calls the [method broadcast] method and has set "
+"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
+"The given method and its parameters are passed on to the listeners who "
+"connected to this signal of this object, as well as any [ProximityGroup] "
+"node this node is grouped together with.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
+"[member dispatch_mode] is [constant MODE_PROXY]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml
+msgid ""
+"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
+"calling the [method broadcast] [i]method[/i]."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid "Class representing a square mesh."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid ""
+"Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Y axes; this "
+"default rotation is more suited for use with billboarded materials. Unlike "
+"[PlaneMesh], this mesh doesn't provide subdivision options."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
+#: doc/classes/ViewportTexture.xml
+msgid "2D in 3D Demo"
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid "Offset of the generated Quad. Useful for particles."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml
+msgid "Size on the X and Y axes."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"A unit quaternion used for representing 3D rotations. Quaternions need to be "
+"normalized to be used for rotation.\n"
+"It is similar to Basis, which implements matrix representation of rotations, "
+"and can be parametrized using both an axis-angle pair or Euler angles. Basis "
+"stores rotation, scale, and shearing, while Quat only stores rotation.\n"
+"Due to its compactness and the way it is stored in memory, certain "
+"operations (obtaining axis-angle and performing SLERP, in particular) are "
+"more efficient and robust against floating-point errors."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Constructs a quaternion from the given [Basis]."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Constructs a quaternion that will perform a rotation specified by Euler "
+"angles (in the YXZ convention: when decomposing, first Z, then X, and Y "
+"last), given in the vector format as (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Constructs a quaternion that will rotate around the given axis by the "
+"specified angle. The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Constructs a quaternion defined by the given values."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns the angle between this quaternion and [code]to[/code]. This is the "
+"magnitude of the angle you would need to rotate by to get from one to the "
+"other.\n"
+"[b]Note:[/b] This method has an abnormally high amount of floating-point "
+"error, so methods such as [method @GDScript.is_zero_approx] will not work "
+"reliably."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Performs a cubic spherical interpolation between quaternions [code]pre_a[/"
+"code], this vector, [code]b[/code], and [code]post_b[/code], by the given "
+"amount [code]weight[/code]."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the dot product of two quaternions."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns Euler angles (in the YXZ convention: when decomposing, first Z, then "
+"X, and Y last) corresponding to the rotation represented by the unit "
+"quaternion. Returned vector contains the rotation angles in the format (X "
+"angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the inverse of the quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns whether the quaternion is normalized or not."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the length of the quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns the length of the quaternion, squared."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns a copy of the quaternion, normalized to unit length."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Sets the quaternion to a rotation which rotates around axis by the specified "
+"angle, in radians. The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Sets the quaternion to a rotation specified by Euler angles (in the YXZ "
+"convention: when decomposing, first Z, then X, and Y last), given in the "
+"vector format as (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns the result of the spherical linear interpolation between this "
+"quaternion and [code]to[/code] by amount [code]weight[/code].\n"
+"[b]Note:[/b] Both quaternions must be normalized."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Returns the result of the spherical linear interpolation between this "
+"quaternion and [code]to[/code] by amount [code]weight[/code], but without "
+"checking if the rotation path is not bigger than 90 degrees."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid "Returns a vector transformed (multiplied) by this quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"W component of the quaternion (real part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml
+msgid ""
+"The identity quaternion, representing no rotation. Equivalent to an identity "
+"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
+"will not change."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid "A class for generating pseudo-random numbers."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"RandomNumberGenerator is a class for generating pseudo-random numbers. It "
+"currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n"
+"[b]Note:[/b] The underlying algorithm is an implementation detail. As a "
+"result, it should not be depended upon for reproducible random streams "
+"across Godot versions.\n"
+"To generate a random float number (within a given range) based on a time-"
+"dependant seed:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"func _ready():\n"
+" rng.randomize()\n"
+" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The default values of [member seed] and [member state] "
+"properties are pseudo-random, and changes when calling [method randomize]. "
+"The [code]0[/code] value documented here is a placeholder, and not the "
+"actual default seed."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid "Random number generation"
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
+"code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
+"code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
+"distributed[/url] pseudo-random number, using Box-Muller transform with the "
+"specified [code]mean[/code] and a standard [code]deviation[/code]. This is "
+"also called Gaussian distribution."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
+"[code]4294967295[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
+"and [code]to[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid "Setups a time-based seed to generator."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"Initializes the random number generator state based on the given seed value. "
+"A given seed will give a reproducible sequence of pseudo-random numbers.\n"
+"[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
+"similar random streams given similar seeds. Consider using a hash function "
+"to improve your seed quality if they're sourced externally.\n"
+"[b]Note:[/b] Setting this property produces a side effect of changing the "
+"internal [member state], so make sure to initialize the seed [i]before[/i] "
+"modifying the [member state]:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # Restore to some previously saved state.\n"
+"[/codeblock]\n"
+"[b]Warning:[/b] the getter of this property returns the previous [member "
+"state], and not the initial seed value, which is going to be fixed in Godot "
+"4.0."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml
+msgid ""
+"The current state of the random number generator. Save and restore this "
+"property to restore the generator to a previous state:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"print(rng.randf())\n"
+"var saved_state = rng.state # Store current state.\n"
+"print(rng.randf()) # Advance internal state.\n"
+"rng.state = saved_state # Restore the state.\n"
+"print(rng.randf()) # Prints the same value as in previous.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
+"generator requires the state to have certain qualities to behave properly. "
+"It should only be set to values that came from the state property itself. To "
+"initialize the random number generator with arbitrary input, use [member "
+"seed] instead."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "Abstract base class for range-based controls."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Range is a base class for [Control] nodes that change a floating-point "
+"[member value] between a [member min_value] and [member max_value], using a "
+"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
+"[Slider] for examples of higher level nodes using Range."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Binds two [Range]s together along with any ranges previously grouped with "
+"either of them. When any of range's member variables change, it will share "
+"the new value with all other ranges in its group."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "Stops the [Range] from sharing its member variables with any other."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], [member value] may be greater than [member max_value]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], [member value] may be less than [member min_value]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
+"[code]value[/code] will be represented exponentially rather than linearly."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Maximum value. Range is clamped if [code]value[/code] is greater than "
+"[code]max_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Minimum value. Range is clamped if [code]value[/code] is less than "
+"[code]min_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
+"multiplied by [code]page[/code] over the difference between [code]min_value[/"
+"code] and [code]max_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "The value mapped between 0 and 1."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If [code]true[/code], [code]value[/code] will always be rounded to the "
+"nearest integer."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"If greater than 0, [code]value[/code] will always be rounded to a multiple "
+"of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], "
+"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
+"then rounded to the nearest integer."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid "Range's current value."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Emitted when [member min_value], [member max_value], [member page], or "
+"[member step] change."
+msgstr ""
+
+#: doc/classes/Range.xml
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [code]value[/code] is set directly via "
+"code."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid "Query the closest object intersecting a ray."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"A RayCast represents a line from its origin to its destination position, "
+"[code]cast_to[/code]. It is used to query the 3D space in order to find the "
+"closest object along the path of the ray.\n"
+"RayCast can ignore some objects by adding them to the exception list via "
+"[code]add_exception[/code] or by setting proper filtering with collision "
+"layers and masks.\n"
+"RayCast can be configured to report collisions with [Area]s ([member "
+"collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n"
+"Only enabled raycasts will be able to query the space and report "
+"collisions.\n"
+"RayCast calculates intersection every physics frame (see [Node]), and the "
+"result is cached so it can be used later until the next frame. If multiple "
+"queries are required between physics frames (or during the same frame), use "
+"[method force_raycast_update] after adjusting the raycast."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified node."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified [RID]."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid "Removes all collision exceptions for this ray."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Updates the collision information for the ray. Use this method to update the "
+"collision information immediately instead of waiting for the next "
+"[code]_physics_process[/code] call, for example if the ray or its parent has "
+"changed state.\n"
+"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the first object that the ray intersects, or [code]null[/code] if no "
+"object is intersecting the ray (i.e. [method is_colliding] returns "
+"[code]false[/code])."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the shape ID of the first object that the ray intersects, or "
+"[code]0[/code] if no object is intersecting the ray (i.e. [method "
+"is_colliding] returns [code]false[/code])."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"Returns [code]true[/code] if the bit index passed is turned on.\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the normal of the intersecting object's shape at the collision point."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns the collision point at which the ray intersects the closest object.\n"
+"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Returns whether any object is intersecting with the ray's vector "
+"(considering the vector length)."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified node."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified [RID]."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"Sets the bit index passed to the [code]value[/code] passed.\n"
+"[b]Note:[/b] Bit indexes range from 0-19."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"The ray's destination point, relative to the RayCast's [code]position[/code]."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid "If [code]true[/code], collision with [Area]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid ""
+"The ray's collision mask. Only objects in at least one collision layer "
+"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"The custom color to use to draw the shape in the editor and at run-time if "
+"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
+"color will be highlighted at run-time if the [RayCast] is colliding with "
+"something.\n"
+"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
+"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
+"truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible "
+"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
+"shape to be visible at run-time."
+msgstr ""
+
+#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
+msgid "If [code]true[/code], collisions will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml
+msgid ""
+"If [code]true[/code], collisions will be ignored for this RayCast's "
+"immediate parent."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid ""
+"A RayCast represents a line from its origin to its destination position, "
+"[code]cast_to[/code]. It is used to query the 2D space in order to find the "
+"closest object along the path of the ray.\n"
+"RayCast2D can ignore some objects by adding them to the exception list via "
+"[code]add_exception[/code], by setting proper filtering with collision "
+"layers, or by filtering object types with type masks.\n"
+"RayCast2D can be configured to report collisions with [Area2D]s ([member "
+"collide_with_areas]) and/or [PhysicsBody2D]s ([member "
+"collide_with_bodies]).\n"
+"Only enabled raycasts will be able to query the space and report "
+"collisions.\n"
+"RayCast2D calculates intersection every physics frame (see [Node]), and the "
+"result is cached so it can be used later until the next frame. If multiple "
+"queries are required between physics frames (or during the same frame) use "
+"[method force_raycast_update] after adjusting the raycast."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid ""
+"Sets or clears individual bits on the collision mask. This makes selecting "
+"the areas scanned easier."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid "If [code]true[/code], collision with [Area2D]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml
+msgid ""
+"If [code]true[/code], the parent node will be excluded from collision "
+"detection."
+msgstr ""
+
+#: doc/classes/RayShape.xml
+msgid "Ray shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/RayShape.xml
+msgid ""
+"Ray shape for 3D collisions, which can be set into a [PhysicsBody] or "
+"[Area]. A ray is not really a collision body; instead, it tries to separate "
+"itself from whatever is touching its far endpoint. It's often useful for "
+"characters."
+msgstr ""
+
+#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
+msgid "The ray's length."
+msgstr ""
+
+#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
+msgid "If [code]true[/code], allow the shape to return the correct normal."
+msgstr ""
+
+#: doc/classes/RayShape2D.xml
+msgid "Ray shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/RayShape2D.xml
+msgid ""
+"Ray shape for 2D collisions. A ray is not really a collision body; instead, "
+"it tries to separate itself from whatever is touching its far endpoint. It's "
+"often useful for characters."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "2D axis-aligned bounding box."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"[Rect2] consists of a position, a size, and several utility functions. It is "
+"typically used for fast overlap tests.\n"
+"It uses floating-point coordinates.\n"
+"The 3D counterpart to [Rect2] is [AABB]."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Constructs a [Rect2] by position and size."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Constructs a [Rect2] by x, y, width, and height."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a [Rect2] with equivalent position and area, modified so that the "
+"top-left corner is the origin and [code]width[/code] and [code]height[/code] "
+"are positive."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Returns the intersection of this [Rect2] and b."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if this [Rect2] completely encloses another one."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of this [Rect2] expanded to include a given point.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"# position (-3, 2), size (1, 1)\n"
+"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
+"# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n"
+"var rect2 = rect.expand(Vector2(0, -1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns the center of the [Rect2], which is equal to [member position] + "
+"([member size] / 2)."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards all the "
+"sides."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards each "
+"direction individually."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards the "
+"[enum Margin] direction."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/"
+"code] otherwise. See also [method get_area].\n"
+"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
+"[method has_no_area] will return [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if the [Rect2] contains a point. By convention, "
+"the right and bottom edges of the [Rect2] are considered exclusive, so "
+"points on these edges are [b]not[/b] included.\n"
+"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative "
+"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to "
+"check for contained points."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. "
+"they have at least one point in common).\n"
+"If [code]include_borders[/code] is [code]true[/code], they will also be "
+"considered overlapping if their borders touch, even without intersection."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid ""
+"Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are "
+"approximately equal, by calling [code]is_equal_approx[/code] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Rect2.xml
+msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml
+msgid "Rectangle shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml
+msgid ""
+"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
+"like 2D objects."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml
+msgid ""
+"The rectangle's half extents. The width and height of this shape is twice "
+"the half extents."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid "Base class for reference-counted objects."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Base class for any object that keeps a reference count. [Resource] and many "
+"other helper objects inherit this class.\n"
+"Unlike other [Object] types, References keep an internal reference counter "
+"so that they are automatically released when no longer in use, and only "
+"then. References therefore do not need to be freed manually with [method "
+"Object.free].\n"
+"In the vast majority of use cases, instantiating and using [Reference]-"
+"derived types is all you need to do. The methods provided in this class are "
+"only for advanced users, and can cause issues if misused.\n"
+"[b]Note:[/b] In C#, references will not be freed instantly after they are no "
+"longer in use. Instead, garbage collection will run periodically and will "
+"free references that are no longer in use. This means that unused references "
+"will linger on for a while before being removed."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Initializes the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns whether the initialization was successful."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Increments the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the increment was successful, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/Reference.xml
+msgid ""
+"Decrements the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the decrement was successful, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid "Reference frame for GUI."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid ""
+"A rectangle box that displays only a [member border_color] border color "
+"around its rectangle. [ReferenceRect] has no fill [Color]. If you need to "
+"display a rectangle filled with a solid color, consider using [ColorRect] "
+"instead."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid "Sets the border [Color] of the [ReferenceRect]."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid ""
+"Sets the border width of the [ReferenceRect]. The border grows both inwards "
+"and outwards with respect to the rectangle box."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml
+msgid ""
+"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
+"in editor. Otherwise, [ReferenceRect] will be visible in game."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Captures its surroundings to create fast, accurate reflections from a given "
+"point."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Capture its surroundings as a dual paraboloid image, and stores versions of "
+"it with increasing levels of blur to simulate different material "
+"roughnesses.\n"
+"The [ReflectionProbe] is used to create high-quality reflections at a low "
+"performance cost (when [member update_mode] is [constant UPDATE_ONCE]). "
+"[ReflectionProbe]s can be blended together and with the rest of the scene "
+"smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-"
+"space reflections ([member Environment.ss_reflections_enabled]) to get more "
+"accurate reflections in specific areas. [ReflectionProbe]s render all "
+"objects within their [member cull_mask], so updating them can be quite "
+"expensive. It is best to update them once with the important static objects "
+"and then leave them as-is.\n"
+"[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their "
+"environment from a [WorldEnvironment] node. If you specify an [Environment] "
+"resource within a [Camera] node, it will be ignored by the "
+"[ReflectionProbe]. This can lead to incorrect lighting within the "
+"[ReflectionProbe].\n"
+"[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you "
+"need more, increase the number of atlas subdivisions. This setting can be "
+"found in [member ProjectSettings.rendering/quality/reflections/"
+"atlas_subdiv].\n"
+"[b]Note:[/b] The GLES2 backend will only display two reflection probes at "
+"the same time for a single mesh. If possible, split up large meshes that "
+"span over multiple reflection probes into smaller ones."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"If [code]true[/code], enables box projection. This makes reflections look "
+"more correct in rectangle-shaped rooms by offsetting the reflection center "
+"depending on the camera's location.\n"
+"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to "
+"the grid, you can rotate the [ReflectionProbe] node."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the cull mask which determines what objects are drawn by this probe. "
+"Every [VisualInstance] with a layer included in this cull mask will be "
+"rendered by the probe. To improve performance, it is best to only include "
+"large objects which are likely to take up a lot of space in the reflection."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"If [code]true[/code], computes shadows in the reflection probe. This makes "
+"the reflection probe slower to render; you may want to disable this if using "
+"the [constant UPDATE_ALWAYS] [member update_mode]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"The size of the reflection probe. The larger the extents the more space "
+"covered by the probe which will lower the perceived resolution. It is best "
+"to keep the extents only as large as you need them.\n"
+"[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
+"rotate the [ReflectionProbe] node."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Defines the reflection intensity. Intensity modulates the strength of the "
+"reflection."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the ambient light color to be used when this probe is set to [member "
+"interior_enable]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the contribution value for how much the reflection affects the ambient "
+"light for this reflection probe when set to [member interior_enable]. Useful "
+"so that ambient light matches the color of the room."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the energy multiplier for this reflection probe's ambient light "
+"contribution when set to [member interior_enable]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"If [code]true[/code], reflections will ignore sky contribution. Ambient "
+"lighting is then controlled by the [code]interior_ambient_*[/code] "
+"properties."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"The maximum distance away from the [ReflectionProbe] an object can be before "
+"it is culled. Decrease this to improve performance, especially when using "
+"the [constant UPDATE_ALWAYS] [member update_mode].\n"
+"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
+"[member extents]. This means that decreasing [member max_distance] will not "
+"always cull objects from reflections, especially if the reflection probe's "
+"[member extents] are already large."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets the origin offset to be used when this [ReflectionProbe] is in [member "
+"box_projection] mode. This can be set to a non-zero value to ensure a "
+"reflection fits a rectangle-shaped room, while reducing the amount of "
+"objects that \"get in the way\" of the reflection."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
+"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Update the probe once on the next frame (recommended for most objects). The "
+"corresponding radiance map will be generated over the following six frames. "
+"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
+"lower performance cost and can result in higher-quality reflections. The "
+"ReflectionProbe is updated when its transform changes, but not when nearby "
+"geometry changes. You can force a [ReflectionProbe] update by moving the "
+"[ReflectionProbe] slightly in any direction."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml
+msgid ""
+"Update the probe every frame. This provides better results for fast-moving "
+"dynamic objects (such as cars). However, it has a significant performance "
+"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
+"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
+"[constant UPDATE_ONCE]."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Class for searching text for patterns using regular expressions."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"A regular expression (or regex) is a compact language that can be used to "
+"recognise strings that follow a specific pattern, such as URLs, email "
+"addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/"
+"code] would find any string that is [code]ab[/code] followed by any number "
+"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
+"easily find various tutorials and detailed explanations on the Internet.\n"
+"To begin, the RegEx object needs to be compiled with the search pattern "
+"using [method compile] before it can be used.\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\w-(\\\\d+)\")\n"
+"[/codeblock]\n"
+"The search pattern must be escaped first for GDScript before it is escaped "
+"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
+"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
+"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
+"code].\n"
+"Using [method search], you can find the pattern within the given text. If a "
+"pattern is found, [RegExMatch] is returned and you can retrieve details of "
+"the results using methods such as [method RegExMatch.get_string] and [method "
+"RegExMatch.get_start].\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\w-(\\\\d+)\")\n"
+"var result = regex.search(\"abc n-0123\")\n"
+"if result:\n"
+" print(result.get_string()) # Would print n-0123\n"
+"[/codeblock]\n"
+"The results of capturing groups [code]()[/code] can be retrieved by passing "
+"the group number to the various methods in [RegExMatch]. Group 0 is the "
+"default and will always refer to the entire pattern. In the above example, "
+"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
+"This version of RegEx also supports named capturing groups, and the names "
+"can be used to retrieve the results. If two or more groups have the same "
+"name, the name would only refer to the first one with a match.\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
+"var result = regex.search(\"the number is x2f\")\n"
+"if result:\n"
+" print(result.get_string(\"digit\")) # Would print 2f\n"
+"[/codeblock]\n"
+"If you need to process multiple results, [method search_all] generates a "
+"list of all non-overlapping results. This can be combined with a [code]for[/"
+"code] loop for convenience.\n"
+"[codeblock]\n"
+"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
+" print(result.get_string(\"digit\"))\n"
+"# Would print 01 03 0 3f 42\n"
+"[/codeblock]\n"
+"[b]Example of splitting a string using a RegEx:[/b]\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
+"var results = []\n"
+"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
+" results.push_back(result.get_string())\n"
+"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
+"pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
+"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
+"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test "
+"regular expressions online."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"This method resets the state of the object, as if it was freshly created. "
+"Namely, it unassigns the regular expression of this object."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Compiles and assign the search pattern to use. Returns [constant OK] if the "
+"compilation is successful. If an error is encountered, details are printed "
+"to standard output and an error is returned."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Returns the number of capturing groups in compiled pattern."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Returns an array of names of named capturing groups in the compiled pattern. "
+"They are ordered by appearance."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Returns the original search pattern that was compiled."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid "Returns whether this object has a valid search pattern assigned."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
+"containers for each non-overlapping result. If no results were found, an "
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml
+msgid ""
+"Searches the text for the compiled pattern and replaces it with the "
+"specified string. Escapes and backreferences such as [code]$1[/code] and "
+"[code]$name[/code] are expanded and resolved. By default, only the first "
+"instance is replaced, but it can be changed for all instances (global "
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid "Contains the results of a [RegEx] search."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Contains the results of a single [RegEx] match returned by [method RegEx."
+"search] and [method RegEx.search_all]. It can be used to find the position "
+"and range of the match and its capturing groups, and it can extract its "
+"substring for you."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Returns the end position of the match within the source string. The end "
+"position of capturing groups can be retrieved by providing its group number "
+"as an integer or its string name (if it's a named group). The default value "
+"of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid "Returns the number of capturing groups."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Returns the starting position of the match within the source string. The "
+"starting position of capturing groups can be retrieved by providing its "
+"group number as an integer or its string name (if it's a named group). The "
+"default value of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"Returns the substring of the match from the source string. Capturing groups "
+"can be retrieved by providing its group number as an integer or its string "
+"name (if it's a named group). The default value of 0 refers to the whole "
+"pattern.\n"
+"Returns an empty string if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"A dictionary of named groups and its corresponding group number. Only groups "
+"that were matched are included. If multiple groups have the same name, that "
+"name would refer to the first matching one."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid "An [Array] of the match and its capturing groups."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml
+msgid ""
+"The source string used with the search pattern to find this matching result."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
+"in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
+"(called the remote node) in the scene.\n"
+"It can be set to update another Node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"[RemoteTransform] caches the remote node. It may not notice if the remote "
+"node disappears; [method force_update_cache] forces it to update the cache "
+"again."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform's "
+"position in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid "If [code]true[/code], the remote node's position is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid "If [code]true[/code], the remote node's rotation is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid "If [code]true[/code], the remote node's scale is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
+msgid ""
+"If [code]true[/code], global coordinates are used. If [code]false[/code], "
+"local coordinates are used."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
+"derived Node in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
+"derived Node (called the remote node) in the scene.\n"
+"It can be set to update another Node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
+"node disappears; [method force_update_cache] forces it to update the cache "
+"again."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
+"position in the scene."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid "Base class for all resources."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Resource is the base class for all Godot-specific resource types, serving "
+"primarily as data containers. Since they inherit from [Reference], resources "
+"are reference-counted and freed when no longer in use. They are also cached "
+"once loaded from disk, so that any further attempts to load a resource from "
+"a given path will return the same reference (all this in contrast to a "
+"[Node], which is not reference-counted and can be instanced from disk as "
+"many times as desired). Resources can be saved externally on disk or bundled "
+"into another object, such as a [Node] or another resource.\n"
+"[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
+"longer in use. Instead, garbage collection will run periodically and will "
+"free resources that are no longer in use. This means that unused resources "
+"will linger on for a while before being removed."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid "Resources"
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Virtual function which can be overridden to customize the behavior value of "
+"[method setup_local_to_scene]."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Duplicates the resource, returning a new resource with the exported members "
+"copied. [b]Note:[/b] To duplicate the resource the constructor is called "
+"without arguments. This method will error when the constructor doesn't have "
+"default values.\n"
+"By default, sub-resources are shared between resource copies for efficiency. "
+"This can be changed by passing [code]true[/code] to the [code]subresources[/"
+"code] argument which will copy the subresources.\n"
+"[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method "
+"will only perform a shallow copy. Nested resources within subresources will "
+"not be duplicated and will still be shared.\n"
+"[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed "
+"properties are copied. Other properties will be set to their default value "
+"in the new resource."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Emits the [signal changed] signal.\n"
+"If external objects which depend on this resource should be updated, this "
+"method must be called manually whenever the state of this resource has "
+"changed (such as modification of properties).\n"
+"The method is equivalent to:\n"
+"[codeblock]\n"
+"emit_signal(\"changed\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is called automatically for built-in resources."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"If [member resource_local_to_scene] is enabled and the resource was loaded "
+"from a [PackedScene] instantiation, returns the local scene where this "
+"resource's unique copy is in use. Otherwise, returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Returns the RID of the resource (or an empty RID). Many resources (such as "
+"[Texture], [Mesh], etc) are high-level abstractions of resources stored in a "
+"server, so this function will return the original RID."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"This method is called when a resource with [member resource_local_to_scene] "
+"enabled is loaded from a [PackedScene] instantiation. Its behavior can be "
+"customized by overriding [method _setup_local_to_scene] from script.\n"
+"For most resources, this method performs no base logic. [ViewportTexture] "
+"performs custom logic to properly set the proxy texture and flags in the "
+"local viewport."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Sets the path of the resource, potentially overriding an existing cache "
+"entry for this path. This differs from setting [member resource_path], as "
+"the latter would error out if another resource was already cached for the "
+"given path."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"If [code]true[/code], the resource will be made unique in each instance of "
+"its local scene. It can thus be modified in a scene instance without "
+"impacting other instances of that same scene."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"The name of the resource. This is an optional identifier. If [member "
+"resource_name] is not empty, its value will be displayed to represent the "
+"current resource in the editor inspector. For built-in scripts, the [member "
+"resource_name] will be displayed as the tab name in the script editor."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"The path to the resource. In case it has its own file, it will return its "
+"filepath. If it's tied to the scene, it will return the scene's path, "
+"followed by the resource's index."
+msgstr ""
+
+#: doc/classes/Resource.xml
+msgid ""
+"Emitted whenever the resource changes.\n"
+"[b]Note:[/b] This signal is not emitted automatically for custom resources, "
+"which means that you need to create a setter and emit the signal yourself."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid "Loads a specific resource type from a file."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Godot loads resources in the editor or in exported games using "
+"ResourceFormatLoaders. They are queried automatically via the "
+"[ResourceLoader] singleton, or when a resource with internal dependencies is "
+"loaded. Each file type may load as a different resource type, so multiple "
+"ResourceFormatLoaders are registered in the engine.\n"
+"Extending this class allows you to define your own loader. Be sure to "
+"respect the documented return types and values. You should give it a global "
+"class name with [code]class_name[/code] for it to be registered. Like built-"
+"in ResourceFormatLoaders, it will be called automatically when loading "
+"resources of its handled type(s). You may also implement a "
+"[ResourceFormatSaver].\n"
+"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
+"you need exists but Godot is unable to load its format. Choosing one way "
+"over another depends on if the format is suitable or not for the final "
+"exported game. For example, it's better to import [code].png[/code] textures "
+"as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with "
+"better efficiency on the graphics card."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"If implemented, gets the dependencies of a given resource. If "
+"[code]add_types[/code] is [code]true[/code], paths should be appended "
+"[code]::TypeName[/code], where [code]TypeName[/code] is the class name of "
+"the dependency.\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid "Gets the list of extensions for files this loader is able to read."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Gets the class name of the resource associated with the given path. If the "
+"loader cannot handle it, it should return [code]\"\"[/code].\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Tells which resource class this loader can load.\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"Loads a resource when the engine finds this loader to be compatible. If the "
+"loaded resource is the result of an import, [code]original_path[/code] will "
+"target the source file. Returns a [Resource] object on success, or an [enum "
+"Error] constant in case of failure."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml
+msgid ""
+"If implemented, renames dependencies within the given resource and saves it. "
+"[code]renames[/code] is a dictionary [code]{ String => String }[/code] "
+"mapping old dependency paths to new paths.\n"
+"Returns [constant OK] on success, or an [enum Error] constant in case of "
+"failure."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid "Saves a specific resource type to a file."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid ""
+"The engine can save resources when you do it from the editor, or when you "
+"use the [ResourceSaver] singleton. This is accomplished thanks to multiple "
+"[ResourceFormatSaver]s, each handling its own format and called "
+"automatically by the engine.\n"
+"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
+"res[/code] (binary) or another built-in format, but you can choose to create "
+"your own format by extending this class. Be sure to respect the documented "
+"return types and values. You should give it a global class name with "
+"[code]class_name[/code] for it to be registered. Like built-in "
+"ResourceFormatSavers, it will be called automatically when saving resources "
+"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid ""
+"Returns the list of extensions available for saving the resource object, "
+"provided it is recognized (see [method recognize])."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid "Returns whether the given resource object can be saved by this saver."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml
+msgid ""
+"Saves the given resource object to a file at the target [code]path[/code]. "
+"[code]flags[/code] is a bitmask composed with [enum ResourceSaver."
+"SaverFlags] constants.\n"
+"Returns [constant OK] on success, or an [enum Error] constant in case of "
+"failure."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid "Base class for the implementation of core resource importers."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid ""
+"This is the base class for the resource importers implemented in core. To "
+"implement your own resource importers using editor plugins, see "
+"[EditorImportPlugin]."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid "Import plugins"
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid "The default import order."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml
+msgid ""
+"The import order for scenes, which ensures scenes are imported [i]after[/i] "
+"all other core resources such as textures. Custom importers should generally "
+"have an import order lower than [code]100[/code] to avoid issues when "
+"importing scenes that rely on custom resources."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid "Interactive [Resource] loader."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Interactive [Resource] loader. This object is returned by [ResourceLoader] "
+"when performing an interactive load. It allows loading resources with high "
+"granularity, which makes it mainly useful for displaying loading bars or "
+"percentages."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Returns the loaded resource if the load operation completed successfully, "
+"[code]null[/code] otherwise."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Returns the load stage. The total amount of stages can be queried with "
+"[method get_stage_count]."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Returns the total amount of stages (calls to [method poll]) needed to "
+"completely load this resource."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Polls the loading operation, i.e. loads a data chunk up to the next stage.\n"
+"Returns [constant OK] if the poll is successful but the load operation has "
+"not finished yet (intermediate stage). This means [method poll] will have to "
+"be called again until the last stage is completed.\n"
+"Returns [constant ERR_FILE_EOF] if the load operation has completed "
+"successfully. The loaded resource can be obtained by calling [method "
+"get_resource].\n"
+"Returns another [enum Error] code if the poll has failed."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml
+msgid ""
+"Polls the loading operation successively until the resource is completely "
+"loaded or a [method poll] fails.\n"
+"Returns [constant ERR_FILE_EOF] if the load operation has completed "
+"successfully. The loaded resource can be obtained by calling [method "
+"get_resource].\n"
+"Returns another [enum Error] code if a poll has failed, aborting the "
+"operation."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid "Singleton used to load resource files."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Singleton used to load resource files from the filesystem.\n"
+"It uses the many [ResourceFormatLoader] classes registered in the engine "
+"(either built-in or from a plugin) to load files into memory and convert "
+"them to a format that can be used by the engine."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Returns whether a recognized resource exists for the given [code]path[/"
+"code].\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Returns the dependencies for the resource at the given [code]path[/code]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid "Returns the list of recognized extensions for a resource type."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Returns whether a cached resource is available for the given [code]path[/"
+"code].\n"
+"Once a resource has been loaded by the engine, it is cached in memory for "
+"faster access, and future calls to the [method load] or [method "
+"load_interactive] methods will use the cached version. The cached resource "
+"can be overridden by using [method Resource.take_over_path] on a new "
+"resource for that same path."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Loads a resource at the given [code]path[/code], caching the result for "
+"further access.\n"
+"The registered [ResourceFormatLoader]s are queried sequentially to find the "
+"first one which can handle the file's extension, and then attempt loading. "
+"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]. "
+"Anything that inherits from [Resource] can be used as a type hint, for "
+"example [Image].\n"
+"If [code]no_cache[/code] is [code]true[/code], the resource cache will be "
+"bypassed and the resource will be loaded anew. Otherwise, the cached "
+"resource will be returned if it exists.\n"
+"Returns an empty resource if no [ResourceFormatLoader] could handle the "
+"file.\n"
+"GDScript has a simplified [method @GDScript.load] built-in method which can "
+"be used in most situations, leaving the use of [ResourceLoader] for more "
+"advanced scenarios."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Starts loading a resource interactively. The returned "
+"[ResourceInteractiveLoader] object allows to load with high granularity, "
+"calling its [method ResourceInteractiveLoader.poll] method successively to "
+"load chunks.\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]. "
+"Anything that inherits from [Resource] can be used as a type hint, for "
+"example [Image]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml
+msgid ""
+"Changes the behavior on missing sub-resources. The default behavior is to "
+"abort loading."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid "Resource Preloader Node."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"This node is used to preload sub-resources inside a scene, so when the scene "
+"is loaded, all the resources are ready to use and can be retrieved from the "
+"preloader.\n"
+"GDScript has a simplified [method @GDScript.preload] built-in method which "
+"can be used in most situations, leaving the use of [ResourcePreloader] for "
+"more advanced scenarios."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Adds a resource to the preloader with the given [code]name[/code]. If a "
+"resource with the given [code]name[/code] already exists, the new resource "
+"will be renamed to \"[code]name[/code] N\" where N is an incrementing number "
+"starting from 2."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid "Returns the resource associated to [code]name[/code]."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid "Returns the list of resources inside the preloader."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Returns [code]true[/code] if the preloader contains a resource associated to "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Removes the resource associated to [code]name[/code] from the preloader."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml
+msgid ""
+"Renames a resource inside the preloader from [code]name[/code] to "
+"[code]newname[/code]."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Singleton for saving Godot-specific resource types."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Singleton for saving Godot-specific resource types to the filesystem.\n"
+"It uses the many [ResourceFormatSaver] classes registered in the engine "
+"(either built-in or from a plugin) to save engine-specific resource data to "
+"text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
+"(e.g. [code].res[/code] or [code].scn[/code])."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Returns the list of extensions available for saving a resource of a given "
+"type."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Saves a resource to disk to the given path, using a [ResourceFormatSaver] "
+"that recognizes the resource object.\n"
+"The [code]flags[/code] bitmask can be specified to customize the save "
+"behavior.\n"
+"Returns [constant OK] on success."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Save the resource with a path relative to the scene which uses it."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Bundles external resources."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Changes the [member Resource.resource_path] of the saved resource to match "
+"its new location."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Do not save editor-specific metadata (identified by their [code]__editor[/"
+"code] prefix)."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid "Save as big endian (see [member File.endian_swap])."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only "
+"available for binary resource types."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml
+msgid ""
+"Take over the paths of the saved subresources (see [method Resource."
+"take_over_path])."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml
+msgid "A custom effect for use with [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml
+msgid ""
+"A custom effect for use with [RichTextLabel].\n"
+"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be "
+"defined as a member variable called [code]bbcode[/code] in the script.\n"
+"[codeblock]\n"
+"# The RichTextEffect will be usable like this: `[example]Some text[/"
+"example]`\n"
+"var bbcode = \"example\"\n"
+"[/codeblock]\n"
+"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one "
+"[RichTextEffect], it will continuously process the effect unless the project "
+"is paused. This may impact battery life negatively."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml
+msgid ""
+"Override this method to modify properties in [code]char_fx[/code]. The "
+"method must return [code]true[/code] if the character could be transformed "
+"successfully. If the method returns [code]false[/code], it will skip "
+"transformation to avoid displaying broken text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Label that displays rich text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Rich text can contain custom text, fonts, images and some basic formatting. "
+"The label manages these as an internal tag stack. It also adapts itself to "
+"given width/heights.\n"
+"[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and "
+"reconstruct it from the property's contents. Any edits made to [member "
+"bbcode_text] will erase previous edits made from other manual sources such "
+"as [method append_bbcode] and the [code]push_*[/code] / [method pop] "
+"methods.\n"
+"[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
+"example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], "
+"use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n"
+"[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n"
+"[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to "
+"horizontally align text to the center. Instead, enable [member "
+"bbcode_enabled] and surround the text in a [code][center][/code] tag as "
+"follows: [code][center]Example[/center][/code]. There is currently no built-"
+"in way to vertically align text either, but this can be emulated by relying "
+"on anchors/containers and the [member fit_content_height] property.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "BBCode in RichTextLabel"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "GUI Rich Text/BBcode Demo"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds an image's opening and closing tags to the tag stack, optionally "
+"providing a [code]width[/code] and [code]height[/code] to resize the image.\n"
+"If [code]width[/code] or [code]height[/code] is set to 0, the image size "
+"will be adjusted in order to keep the original aspect ratio."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds raw non-BBCode-parsed text to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
+"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
+"previous [method append_bbcode] call. This is done to improve performance, "
+"especially when updating large RichTextLabels since rebuilding the whole "
+"BBCode every time would be slower. If you absolutely need to close a tag in "
+"a future method call, append the [member bbcode_text] instead of using "
+"[method append_bbcode].\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the height of the content."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Returns the total number of newlines in the tag stack's text tags. Considers "
+"wrapped text as one line."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Returns the total number of characters from text tags. Does not include "
+"BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the number of visible lines."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Installs a custom effect. [code]effect[/code] should be a valid "
+"[RichTextEffect]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a newline tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The assignment version of [method append_bbcode]. Clears the tag stack and "
+"inserts the new content.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Terminates the current tag. Use after [code]push_*[/code] methods to close "
+"BBCodes manually. Does not need to follow [code]add_*[/code] methods."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds an [code][align][/code] tag based on the given [code]align[/code] "
+"value. See [enum Align] for possible values."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag with a bold font to the tag stack. This is "
+"the same as adding a [code][b][/code] tag if not currently in a [code][i][/"
+"code] tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]"
+"[table][/code] tag. See [method push_table] for details."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][color][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
+"its duration."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/"
+"code] by current [member tab_size] to determine new margin length."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][font][/code] tag with a italics font to the tag stack. This is "
+"the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
+"code] tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes "
+"[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
+"fully implemented!"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]"
+"[url=something]{text}[/url][/code], but supports non-[String] metadata types."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][s][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][table=columns][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Adds a [code][u][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Removes a line of content from the label. Returns [code]true[/code] if the "
+"line exists.\n"
+"The [code]line[/code] argument is the index of the line to remove, it can "
+"take values in the interval [code][0, get_line_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Scrolls the window's top line to match [code]line[/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Edits the selected column's expansion options. If [code]expand[/code] is "
+"[code]true[/code], the column expands in proportion to its expansion ratio "
+"versus the other columns' ratios.\n"
+"For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width "
+"would expand 30 and 40 pixels, respectively.\n"
+"If [code]expand[/code] is [code]false[/code], the column will not contribute "
+"to the total ratio."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the label uses BBCode formatting.\n"
+"[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method "
+"add_text] will reset this to [code]false[/code]. Use instead [method "
+"append_bbcode] to preserve BBCode formatting."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The label's text in BBCode format. Is not representative of manual "
+"modifications to the internal tag stack. Erases changes made by other "
+"methods when edited.\n"
+"[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with "
+"[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) "
+"as it replaces the whole text and can cause slowdowns. It will also erase "
+"all BBCode that was added to stack using [code]push_*[/code] methods. Use "
+"[method append_bbcode] for adding text instead, unless you absolutely need "
+"to close a tag that was opened in an earlier method call."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The currently installed custom effects. This is an array of "
+"[RichTextEffect]s.\n"
+"To add a custom effect, it's more convenient to use [method install_effect]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the label's height will be automatically updated to "
+"fit its content.\n"
+"[b]Note:[/b] This property is used as a workaround to fix issues with "
+"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will "
+"be removed in future versions."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the label underlines meta tags such as [code][url]"
+"{text}[/url][/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "If [code]true[/code], the label uses the custom font color."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The range of characters to display, as a [float] between 0.0 and 1.0. When "
+"assigned an out of range value, it's the same as assigning 1.0.\n"
+"[b]Note:[/b] Setting this property updates [member visible_characters] based "
+"on current [method get_total_character_count]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
+"code] does not block scrolling completely. See [method scroll_to_line]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"If [code]true[/code], the window scrolls down to display new content "
+"automatically."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "If [code]true[/code], the label allows text selection."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The number of spaces associated with a single tab length. Does not affect "
+"[code]\\t[/code] in text tags, only indent tags."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The raw text of the label.\n"
+"When set, clears the tag stack and adds a raw text tag to the top of it. "
+"Does not parse BBCodes. Does not modify [member bbcode_text]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The restricted number of characters to display in the label. If [code]-1[/"
+"code], all characters will be displayed.\n"
+"[b]Note:[/b] Setting this property updates [member percent_visible] based on "
+"current [method get_total_character_count]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Triggered when the user clicks on content between meta tags. If the meta is "
+"defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the "
+"parameter for this signal will be a [String] type. If a particular type or "
+"an object is desired, the [method push_meta] method must be used to manually "
+"insert the data into the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Triggers when the mouse exits a meta tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Triggers when the mouse enters a meta tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text left aligned."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text centered."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text right aligned."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Makes text fill width."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns top of the inline image to the top of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns center of the inline image to the center of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the baseline of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Aligns bottom of the inline image to the bottom of the text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Each list item has a number marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Each list item has a letter marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "Each list item has a filled circle marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The default text color."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"The color of selected text, used when [member selection_enabled] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The color of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The color of the selection box."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The vertical space between lines."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid ""
+"Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around "
+"the whole text as an outline."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The horizontal offset of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The vertical offset of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The horizontal separation of elements in a table."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The vertical separation of elements in a table."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for bold text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for bold italics text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for italics text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The font used for monospace text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The default text font."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The background used when the [RichTextLabel] is focused."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml
+msgid "The normal background for the [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid "Handle for a [Resource]'s unique ID."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid ""
+"The RID type is used to access the unique integer ID of a resource. They are "
+"opaque, which means they do not grant access to the associated resource by "
+"themselves. They are used by and with the low-level Server classes such as "
+"[VisualServer]."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid ""
+"Creates a new RID instance with the ID of a given resource. When not handed "
+"a valid resource, silently stores the unused ID 0."
+msgstr ""
+
+#: doc/classes/RID.xml
+msgid "Returns the ID of the referenced resource."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Physics Body whose position is determined through physics simulation in 3D "
+"space."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"This is the node that implements full 3D physics. This means that you do not "
+"control a RigidBody directly. Instead, you can apply forces to it (gravity, "
+"impulses, etc.), and the physics simulation will calculate the resulting "
+"movement, collision, bouncing, rotating, etc.\n"
+"A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and "
+"Kinematic.\n"
+"[b]Note:[/b] Don't change a RigidBody's position every frame or very often. "
+"Sporadic changes work fine, but physics runs at a different granularity "
+"(fixed Hz) than usual rendering (process callback) and maybe even in a "
+"separate thread, so changing this from a process loop may result in strange "
+"behavior. If you need to directly affect the body's state, use [method "
+"_integrate_forces], which allows you to directly access the physics state.\n"
+"If you need to override the default physics behavior, you can write a custom "
+"force integration function. See [member custom_integrator].\n"
+"With Bullet physics (the default), the center of mass is the RigidBody3D "
+"center. With GodotPhysics, the center of mass is the average of the "
+"[CollisionShape] centers."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Called during physics processing, allowing you to read and safely modify the "
+"simulation state for the object. By default, it works in addition to the "
+"usual physics behavior, but the [member custom_integrator] property allows "
+"you to disable the default behavior and do fully custom force integration "
+"for a body."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Adds a constant directional force (i.e. acceleration) without affecting "
+"rotation.\n"
+"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Adds a constant directional force (i.e. acceleration).\n"
+"The position uses the rotation of the global coordinate system, but is "
+"centered at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Adds a constant rotational force (i.e. a motor) without affecting position."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Applies a directional impulse without affecting rotation.\n"
+"This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts. The "
+"position uses the rotation of the global coordinate system, but is centered "
+"at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Applies a torque impulse which will be affected by the body mass and shape. "
+"This will rotate the body around the [code]impulse[/code] vector passed."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Returns [code]true[/code] if the specified linear or rotational axis is "
+"locked."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid ""
+"Returns a list of the bodies colliding with this one. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of collisions is updated once per frame and before the "
+"physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Returns the inverse inertia tensor basis. This is used to calculate the "
+"angular acceleration resulting from a torque applied to the RigidBody."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Locks the specified linear or rotational axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Damps the body's rotational forces. If this value is different from -1.0 it "
+"will be added to any angular damp derived from the world or areas.\n"
+"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's rotation in the X axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's rotation in the Y axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's rotation in the Z axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's movement in the X axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's movement in the Y axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "Lock the body's movement in the Z axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
+msgid ""
+"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness).\n"
+"Deprecated, use [member PhysicsMaterial.bounce] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], the body can enter sleep mode when there is no "
+"movement. See [member sleeping].\n"
+"[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its "
+"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
+"manually by setting its [member sleeping] property to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], the RigidBody will emit signals when it collides with "
+"another RigidBody. See also [member contacts_reported]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The maximum number of contacts that will be recorded. Requires [member "
+"contact_monitor] to be set to [code]true[/code].\n"
+"[b]Note:[/b] The number of contacts is different from the number of "
+"collisions. Collisions between parallel edges will result in two contacts "
+"(one at each end), and collisions between parallel faces will result in four "
+"contacts (one at each corner)."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], continuous collision detection is used.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided. "
+"Continuous collision detection is more precise, and misses fewer impacts by "
+"small, fast-moving objects. Not using continuous collision detection is "
+"faster to compute, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"If [code]true[/code], internal force integration will be disabled (like "
+"gravity or air friction) for this body. Other than collision response, the "
+"body will only move as determined by the [method _integrate_forces] "
+"function, if defined."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's friction, from 0 (frictionless) to 1 (max friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"This is multiplied by the global 3D gravity setting found in [b]Project > "
+"Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For "
+"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
+"and 0.5 will apply half gravity to this object."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's linear damp. Cannot be less than -1.0. If this value is different "
+"from -1.0 it will be added to any linear damp derived from the world or "
+"areas.\n"
+"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's linear velocity in units per second. Can be used sporadically, "
+"but [b]don't set this every frame[/b], because physics may run in another "
+"thread and runs at a different granularity. Use [method _integrate_forces] "
+"as your process loop for precise control of the body state."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid "The body's mass."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid "The body mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
+msgid ""
+"The physics material override for the body.\n"
+"If a material is assigned to this property, it will be used instead of any "
+"other physics material, such as an inherited one."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], the body will not move and will not calculate forces "
+"until woken up by another body through, for example, a collision, or by "
+"using the [method apply_impulse] or [method add_force] methods."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"The body's weight based on its mass and the global 3D gravity. Global values "
+"are set in [b]Project > Project Settings > Physics > 3d[/b]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when the collision with another [PhysicsBody] or [GridMap] ends. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when one of this RigidBody's [Shape]s collides with another "
+"[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to "
+"be set to [code]true[/code] and [member contacts_reported] to be set high "
+"enough to detect all the collisions. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
+"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the other "
+"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
+"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
+"[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
+"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
+"[ConcavePolygonShape] with Bullet physics if you need shape indices."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Emitted when the collision between one of this RigidBody's [Shape]s and "
+"another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
+"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s "
+"are detected if the Meshes have [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the other "
+"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
+"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
+"[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
+"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
+"[ConcavePolygonShape] with Bullet physics if you need shape indices."
+msgstr ""
+
+#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when the physics engine changes the body's sleeping state.\n"
+"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
+"signal. It is only emitted if the sleeping state is changed by the physics "
+"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
+"affected by forces, and can move, rotate, and be affected by user code."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Static mode. The body behaves like a [StaticBody], and can only move by user "
+"code."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Character body mode. This behaves like a rigid body, but can not rotate."
+msgstr ""
+
+#: doc/classes/RigidBody.xml
+msgid ""
+"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
+"move by user code."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "A body that is controlled by the 2D physics engine."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"This node implements simulated 2D physics. You do not control a RigidBody2D "
+"directly. Instead, you apply forces to it (gravity, impulses, etc.) and the "
+"physics simulation calculates the resulting movement based on its mass, "
+"friction, and other physical properties.\n"
+"A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and "
+"Kinematic.\n"
+"[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or "
+"[code]linear_velocity[/code] every frame or even very often. If you need to "
+"directly affect the body's state, use [method _integrate_forces], which "
+"allows you to directly access the physics state.\n"
+"Please also keep in mind that physics bodies manage their own transform "
+"which overwrites the ones you set. So any direct or indirect transformation "
+"(including scaling of the node or its parent) will be visible in the editor "
+"only, and immediately reset at runtime.\n"
+"If you need to override the default physics behavior or add a transformation "
+"at runtime, you can write a custom force integration. See [member "
+"custom_integrator].\n"
+"The center of mass is always located at the node's origin without taking "
+"into account the [CollisionShape2D] centroid offsets."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "2D Physics Platformer Demo"
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
+msgid "Instancing Demo"
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Allows you to read and safely modify the simulation state for the object. "
+"Use this instead of [method Node._physics_process] if you need to directly "
+"change the body's [code]position[/code] or other physics properties. By "
+"default, it works in addition to the usual physics behavior, but [member "
+"custom_integrator] allows you to disable the default behavior and write "
+"custom force integration for a body."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts (use "
+"the \"_force\" functions otherwise). The position uses the rotation of the "
+"global coordinate system, but is centered at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Sets the body's velocity on the given axis. The velocity in the given vector "
+"axis will be set as the given vector length. This is useful for jumping "
+"behavior."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given vector. [code]margin[/code] increases the size of the shapes involved "
+"in the collision detection, and [code]result[/code] is an object of type "
+"[Physics2DTestMotionResult], which contains additional information about the "
+"collision (should there be one)."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
+"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
+"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
+"added to the default project value.\n"
+"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "The body's total applied force."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "The body's total applied torque."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], the body can enter sleep mode when there is no "
+"movement. See [member sleeping].\n"
+"[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its "
+"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
+"manually by setting its [member sleeping] property to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], the body will emit signals when it collides with "
+"another RigidBody2D. See also [member contacts_reported]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The maximum number of contacts that will be recorded. Requires [member "
+"contact_monitor] to be set to [code]true[/code].\n"
+"[b]Note:[/b] The number of contacts is different from the number of "
+"collisions. Collisions between parallel edges will result in two contacts "
+"(one at each end)."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection mode.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide instead of moving it and correcting its movement after collision. "
+"Continuous collision detection is slower, but more precise and misses fewer "
+"collisions with small, fast-moving objects. Raycasting and shapecasting "
+"methods are available. See [enum CCDMode] for details."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"If [code]true[/code], internal force integration is disabled for this body. "
+"Aside from collision response, the body will only move as determined by the "
+"[method _integrate_forces] function."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's friction. Values range from [code]0[/code] (frictionless) to "
+"[code]1[/code] (maximum friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Multiplies the gravity applied to the body. The body's gravity is calculated "
+"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
+"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's moment of inertia. This is like mass, but for rotation: it "
+"determines how much torque it takes to rotate the body. The moment of "
+"inertia is usually computed automatically from the mass and the shapes, but "
+"this function allows you to set a custom value. Set 0 inertia to return to "
+"automatically computing it."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
+"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
+"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
+"default project value.\n"
+"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's linear velocity in pixels per second. Can be used sporadically, "
+"but [b]don't set this every frame[/b], because physics may run in another "
+"thread and runs at a different granularity. Use [method _integrate_forces] "
+"as your process loop for precise control of the body state."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "The body's mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
+"[b]Project > Project Settings > Physics > 2d[/b]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
+"[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] "
+"to be set to [code]true[/code] and [member contacts_reported] to be set high "
+"enough to detect all the collisions. [TileMap]s are detected if the "
+"[TileSet] has Collision [Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this "
+"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
+"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
+"another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this "
+"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
+"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Rigid mode. The body behaves as a physical object. It collides with other "
+"bodies and responds to forces applied to it. This is the default mode."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Character mode. Similar to [constant MODE_RIGID], but the body can not "
+"rotate."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
+"by code."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection disabled. This is the fastest way to detect "
+"body collisions, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection enabled using raycasting. This is faster than "
+"shapecasting but less precise."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml
+msgid ""
+"Continuous collision detection enabled using shapecasting. This is the "
+"slowest CCD method and the most precise."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid "Room node, used to group objects together locally for [Portal] culling."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"The [Portal] culling system requires levels to be built using objects "
+"grouped together by location in areas called [Room]s. In many cases these "
+"will correspond to actual rooms in buildings, but not necessarily (a canyon "
+"area may be treated as a room).\n"
+"Any [VisualInstance] that is a child or grandchild of a [Room] will be "
+"assigned to that room, if the [code]portal_mode[/code] of that "
+"[VisualInstance] is set to [code]STATIC[/code] (does not move) or "
+"[code]DYNAMIC[/code] (moves only within the room).\n"
+"Internally the room boundary must form a [b]convex hull[/b], and by default "
+"this is determined automatically by the geometry of the objects you place "
+"within the room.\n"
+"You can alternatively precisely specify a [b]manual bound[/b]. If you place "
+"a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn "
+"off the bound generation from geometry, and instead use the vertices of this "
+"MeshInstance to directly calculate a convex hull during the conversion stage "
+"(see [RoomManager]).\n"
+"In order to see from one room into an adjacent room, [Portal]s must be "
+"placed over non-occluded openings between rooms. These will often be placed "
+"over doors and windows."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"If [code]points[/code] are set, the [Room] bounding convex hull will be "
+"built from these points. If no points are set, the room bound will either be "
+"derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/"
+"code]), or from the geometry within the room.\n"
+"Note that you can use the [code]Generate Points[/code] editor button to get "
+"started. This will use either the geometry or manual bound to generate the "
+"room hull, and save the resulting points, allowing you to edit them to "
+"further refine the bound."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"The [code]simplify[/code] value determines to what degree room hulls "
+"(bounds) are simplified, by removing similar planes. A value of 0 gives no "
+"simplification, 1 gives maximum simplification."
+msgstr ""
+
+#: doc/classes/Room.xml
+msgid ""
+"The room hull simplification can either use the default value set in the "
+"[RoomManager], or override this and use the per room setting."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml
+msgid "Groups [Room]s together to allow common functionality."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml
+msgid ""
+"Although [Room] behavior can be specified individually, sometimes it is "
+"faster and more convenient to write functionality for a group of rooms.\n"
+"[RoomGroup]s should be placed as children of the [b]room list[/b] (the "
+"parent [Node] of your [Room]s), and [Room]s should be placed in turn as "
+"children of a [RoomGroup] in order to assign them to the RoomGroup.\n"
+"A [RoomGroup] can for example be used to specify [Room]s that are "
+"[b]outside[/b], and switch on or off a directional light, sky, or rain "
+"effect as the player enters / exits the area.\n"
+"[RoomGroup]s receive [b]gameplay callbacks[/b] when the "
+"[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or "
+"[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] "
+"(see [RoomManager] for details)."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml
+msgid ""
+"This priority will be applied to [Room]s within the group. The [Room] "
+"priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] "
+"another room or rooms.\n"
+"When the [Camera] is within more than one room (regular and internal), the "
+"higher priority room will take precedence. So with for example, a house "
+"inside a terrain 'room', you would make the house higher priority, so that "
+"when the camera is within the house, the house is used as the source room, "
+"but outside the house, the terrain room would be used instead."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid "The RoomManager node is used to control the portal culling system."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"In order to utilize the portal occlusion culling system, you must build your "
+"level using [Room]s and [Portal]s. Before these can be used at runtime, they "
+"must undergo a short conversion process to build the [code]room graph[/"
+"code], runtime data needed for portal culling. The [code]room graph[/code] "
+"is controlled by the [RoomManager] node, and the [RoomManager] also contains "
+"settings that are common throughout the portal system."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"This function clears all converted data from the [b]room graph[/b]. Use this "
+"before unloading a level, when transitioning from level to level, or "
+"returning to a main menu."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"This is the most important function in the whole portal culling system. "
+"Without it, the system cannot function.\n"
+"First it goes through every [Room] that is a child of the [code]room list[/"
+"code] node (and [RoomGroup]s within) and converts and adds it to the "
+"[code]room graph[/code].\n"
+"This works for both [Room] nodes, and [Spatial] nodes that follow a special "
+"naming convention. They should begin with the prefix [i]'Room_'[/i], "
+"followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. "
+"This will automatically convert such [Spatial]s to [Room] nodes for you. "
+"This is useful if you want to build you entire room system in e.g. Blender, "
+"and reimport multiple times as you work on the level.\n"
+"The conversion will try to assign [VisualInstance]s that are children and "
+"grandchildren of the [Room] to the room. These should be given a suitable "
+"[code]portal mode[/code] (see the [CullInstance] documentation). The default "
+"[code]portal mode[/code] is [code]STATIC[/code] - objects which are not "
+"expected to move while the level is played, which will typically be most "
+"objects.\n"
+"The conversion will usually use the geometry of these [VisualInstance]s (and "
+"the [Portal]s) to calculate a convex hull bound for the room. These bounds "
+"will be shown in the editor with a wireframe. Alternatively you can specify "
+"a manual custom bound for any room, see the [Room] documentation.\n"
+"By definition, [Camera]s within a room can see everything else within the "
+"room (that is one advantage to using convex hulls). However, in order to see "
+"from one room into adjacent rooms, you must place [Portal]s, which represent "
+"openings that the camera can see through, like windows and doors.\n"
+"[Portal]s are really just specialized [MeshInstance]s. In fact you will "
+"usually first create a portal by creating a [MeshInstance], especially a "
+"[code]plane[/code] mesh instance. You would move the plane in the editor to "
+"cover a window or doorway, with the front face pointing outward from the "
+"room. To let the conversion process know you want this mesh to be a portal, "
+"again we use a special naming convention. [MeshInstance]s to be converted to "
+"a [Portal] should start with the prefix [i]'Portal_'[/i].\n"
+"You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow "
+"the system to automatically detect the nearest [Room] to link. In most cases "
+"this will work fine.\n"
+"An alternative method is to specify the [Room] to link to manually, "
+"appending a suffix to the portal name, which should be the name of the room "
+"you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to "
+"link to the room named [i]'Room_lounge'[/i].\n"
+"There is a special case here - Godot does not allow two nodes to share the "
+"same name. What if you want to manually have more than one portal leading "
+"into the same room? Surely they will need to both be called, e.g. "
+"[i]'Portal_lounge'[/i]?\n"
+"The solution is a wildcard character. After the room name, if you use the "
+"character [i]'*'[/i], this character and anything following it will be "
+"ignored. So you can use for example [i]'Portal_lounge*0'[/i], "
+"[i]'Portal_lounge*1'[/i] etc.\n"
+"Note that [Portal]s that have already been converted to [Portal] nodes "
+"(rather than [MeshInstance]s) still need to follow the same naming "
+"convention, as they will be relinked each time during conversion.\n"
+"It is recommended that you only place objects in rooms that are desired to "
+"stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] "
+"or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and "
+"[code]ROAMING[/code] objects are best placed in another part of the scene "
+"tree, to avoid confusion. See [CullInstance] for a full description of "
+"portal modes."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Switches the portal culling system on and off.\n"
+"It is important to note that when portal culling is active, it is "
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
+"Switching to [code]active[/code] will have no effect when the [code]room "
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Large objects can 'sprawl' over (be present in) more than one room. It can "
+"be useful to visualize which objects are sprawling outside the current "
+"room.\n"
+"Toggling this setting turns this debug view on and off."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Usually we don't want objects that only [b]just[/b] cross a boundary into an "
+"adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has "
+"an extra margin, or tolerance zone where objects can enter without sprawling "
+"to a neighbouring room.\n"
+"In most cases you can set this here for all portals. It is possible to "
+"override the margin for each portal."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"When using a partial or full PVS, the gameplay monitor allows you to receive "
+"callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/"
+"b]. The gameplay area is defined as either the primary, or secondary PVS.\n"
+"These callbacks allow you to, for example, reduce processing for objects "
+"that are far from the player, or turn on and off AI.\n"
+"You can either choose to receive callbacks as notifications through the "
+"[code]_notification[/code] function, or as signals.\n"
+"[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n"
+"[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n"
+"Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]"
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"If enabled, the system will attempt to merge similar meshes (particularly in "
+"terms of materials) within [Room]s during conversion. This can significantly "
+"reduce the number of drawcalls and state changes required during rendering, "
+"albeit at a cost of reduced culling granularity.\n"
+"[b]Note:[/b] This operates at runtime during the conversion process, and "
+"will only operate on exported or running projects, in order to prevent "
+"accidental alteration to the scene and loss of data."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"When converting rooms, the editor will warn you if overlap is detected "
+"between rooms. Overlap can interfere with determining the room that cameras "
+"and objects are within. A small amount can be acceptable, depending on your "
+"level. Here you can alter the threshold at which the editor warning appears. "
+"There are no other side effects."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Portal rendering is recursive - each time a portal is seen through an "
+"earlier portal there is some cost. For this reason, and to prevent the "
+"possibility of infinite loops, this setting provides a hard limit on the "
+"recursion depth.\n"
+"[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Portal culling normally operates using the current [Camera] / [Camera]s, "
+"however for debugging purposes within the editor, you can use this setting "
+"to override this behavior and force it to use a particular camera to get a "
+"better idea of what the occlusion culling is doing."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Optionally during conversion the potentially visible set (PVS) of rooms that "
+"are potentially visible from each room can be calculated. This can be used "
+"either to aid in dynamic portal culling, or to totally replace portal "
+"culling.\n"
+"In [code]Full[/code] PVS Mode, all objects within the potentially visible "
+"rooms will be frustum culled, and rendered if they are within the view "
+"frustum."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"In order to reduce processing for roaming objects, an expansion is applied "
+"to their AABB as they move. This expanded volume is used to calculate which "
+"rooms the roaming object is within. If the object's exact AABB is still "
+"within this expanded volume on the next move, there is no need to reprocess "
+"the object, which can save considerable CPU.\n"
+"The downside is that if the expansion is too much, the object may end up "
+"unexpectedly sprawling into neighbouring rooms and showing up where it might "
+"otherwise be culled.\n"
+"In order to balance roaming performance against culling accuracy, this "
+"expansion margin can be customized by the user. It will typically depend on "
+"your room and object sizes, and movement speeds. The default value should "
+"work reasonably in most circumstances."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"During the conversion process, the geometry of objects within [Room]s, or a "
+"custom specified manual bound, are used to generate a [b]convex hull bound[/"
+"b].\n"
+"This convex hull is [b]required[/b] in the visibility system, and is used "
+"for many purposes. Most importantly, it is used to decide whether the "
+"[Camera] (or an object) is within a [Room]. The convex hull generating "
+"algorithm is good, but occasionally it can create too many (or too few) "
+"planes to give a good representation of the room volume.\n"
+"The [code]room_simplify[/code] value can be used to gain fine control over "
+"this process. It determines how similar planes can be for them to be "
+"considered the same (and duplicates removed). The value can be set between 0 "
+"(no simplification) and 1 (maximum simplification).\n"
+"The value set here is the default for all rooms, but individual rooms can "
+"override this value if desired.\n"
+"The room convex hulls are shown as a wireframe in the editor."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"For the [Room] conversion process to succeed, you must point the "
+"[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which "
+"we refer to as the [code]roomlist[/code] (the roomlist is not a special node "
+"type, it is normally just a [Spatial])."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"When receiving gameplay callbacks when objects enter and exit gameplay, the "
+"[b]gameplay area[/b] can be defined by either the primary PVS (potentially "
+"visible set) of [Room]s, or the secondary PVS (the primary PVS and their "
+"neighbouring [Room]s).\n"
+"Sometimes using the larger gameplay area of the secondary PVS may be "
+"preferable."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Use only [Portal]s at runtime to determine visibility. PVS will not be "
+"generated at [Room]s conversion, and gameplay notifications cannot be used."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Use a combination of PVS and [Portal]s to determine visibility (this is "
+"usually fastest and most accurate)."
+msgstr ""
+
+#: doc/classes/RoomManager.xml
+msgid ""
+"Use only the PVS (potentially visible set) of [Room]s to determine "
+"visibility."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "Editor-only helper for setting up root motion in [AnimationTree]."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid ""
+"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
+"is used to give impulse to a character. When working with 3D animations, a "
+"popular technique is for animators to use the root skeleton bone to give "
+"motion to the rest of the skeleton. This allows animating characters in a "
+"way where steps actually match the floor below. It also allows precise "
+"interaction with objects during cinematics. See also [AnimationTree].\n"
+"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
+"hidden automatically in the running project, and will also be converted to a "
+"plain [Node] in the running project. This means a script attached to a "
+"[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of "
+"[code]extends RootMotionView[/code]. Additionally, it must not be a "
+"[code]tool[/code] script."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "Using AnimationTree - Root motion"
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "Path to an [AnimationTree] node to use as a basis for root motion."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "The grid's cell size in 3D units."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid "The grid's color."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid ""
+"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
+"distance from the origin increases until this [member radius] is reached."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml
+msgid ""
+"If [code]true[/code], the grid's points will all be on the same Y coordinate "
+"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
+"coordinate is preserved."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "A script interface to a scene file's data."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Maintains a list of resources, nodes, exported, and overridden properties, "
+"and built-in scripts associated with a scene.\n"
+"This class cannot be instantiated directly, it is retrieved for a given "
+"scene as the result of [method PackedScene.get_state]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the list of bound parameters for the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the number of signal connections in the scene.\n"
+"The [code]idx[/code] argument used to query connection metadata in other "
+"[code]get_connection_*[/code] methods in the interval [code][0, "
+"get_connection_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the connection flags for the signal at [code]idx[/code]. See [enum "
+"Object.ConnectFlags] constants."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the method connected to the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the name of the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the node that owns the signal at [code]idx[/code], "
+"relative to the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the node that owns the method connected to the signal at "
+"[code]idx[/code], relative to the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the number of nodes in the scene.\n"
+"The [code]idx[/code] argument used to query node data in other "
+"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
+"1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the list of group names associated with the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the node's index, which is its position relative to its siblings. "
+"This is only relevant and saved in scenes for cases where new nodes are "
+"added to an instanced or inherited scene among siblings from the base scene. "
+"Despite the name, this index is not related to the [code]idx[/code] argument "
+"used here and in other methods."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole "
+"branch starting at this node, with its child nodes and resources), or "
+"[code]null[/code] if the node is not an instance."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the represented scene file if the node at [code]idx[/"
+"code] is an [InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the name of the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the owner of the node at [code]idx[/code], relative to "
+"the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the path to the node at [code]idx[/code].\n"
+"If [code]for_parent[/code] is [code]true[/code], returns the path of the "
+"[code]idx[/code] node's parent instead."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the number of exported or overridden properties for the node at "
+"[code]idx[/code].\n"
+"The [code]prop_idx[/code] argument used to query node property data in other "
+"[code]get_node_property_*[/code] methods in the interval [code][0, "
+"get_node_property_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the name of the property at [code]prop_idx[/code] for the node at "
+"[code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns the value of the property at [code]prop_idx[/code] for the node at "
+"[code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid "Returns the type of the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"Returns [code]true[/code] if the node at [code]idx[/code] is an "
+"[InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], blocks edits to the scene state."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], provides inherited scene "
+"resources to the local scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], provides local scene resources "
+"to the local scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneState.xml
+msgid ""
+"If passed to [method PackedScene.instance], it's similar to [constant "
+"GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated "
+"to be the base of another one.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Manages the game loop via a hierarchy of nodes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"As one of the most important classes, the [SceneTree] manages the hierarchy "
+"of nodes in a scene as well as scenes themselves. Nodes can be added, "
+"retrieved and removed. The whole scene tree (and thus the current scene) can "
+"be paused. Scenes can be loaded, switched and reloaded.\n"
+"You can also use the [SceneTree] to organize your nodes into groups: every "
+"node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
+"group. You can then iterate these groups or even call methods and set "
+"properties on all the group's members at once.\n"
+"[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
+"thus in charge of the game loop."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Calls [code]method[/code] on each member of the given group. You can pass "
+"arguments to [code]method[/code] by specifying them at the end of the method "
+"call. This method is equivalent of calling [method call_group_flags] with "
+"[constant GROUP_CALL_DEFAULT] flag.\n"
+"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 "
+"arguments passed to this method in total).\n"
+"[b]Note:[/b] Due to design limitations, [method call_group] will fail "
+"silently if one of the arguments is [code]null[/code].\n"
+"[b]Note:[/b] [method call_group] will always call methods with an one-frame "
+"delay, in a way similar to [method Object.call_deferred]. To call methods "
+"immediately, use [method call_group_flags] with the [constant "
+"GROUP_CALL_REALTIME] flag."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Calls [code]method[/code] on each member of the given group, respecting the "
+"given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] "
+"by specifying them at the end of the method call.\n"
+"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 "
+"arguments passed to this method in total).\n"
+"[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail "
+"silently if one of the arguments is [code]null[/code].\n"
+"[codeblock]\n"
+"# Call the method immediately and in reverse order.\n"
+"get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree."
+"GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Changes the running scene to the one at the given [code]path[/code], after "
+"loading it into a [PackedScene] and creating a new instance.\n"
+"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the "
+"[code]path[/code] cannot be loaded into a [PackedScene], or [constant "
+"ERR_CANT_CREATE] if that scene cannot be instantiated.\n"
+"[b]Note:[/b] The scene change is deferred, which means that the new scene "
+"node is added on the next idle frame. You won't be able to access it "
+"immediately after the [method change_scene] call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Changes the running scene to a new instance of the given [PackedScene].\n"
+"Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene "
+"cannot be instantiated.\n"
+"[b]Note:[/b] The scene change is deferred, which means that the new scene "
+"node is added on the next idle frame. You won't be able to access it "
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after "
+"the given time in seconds elapsed in this [SceneTree]. If "
+"[code]pause_mode_process[/code] is set to [code]false[/code], pausing the "
+"[SceneTree] will also pause the timer.\n"
+"Commonly used to create a one-shot delay timer as in the following example:\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"start\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"end\")\n"
+"[/codeblock]\n"
+"The timer will be automatically freed after its time elapses."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Creates and returns a new [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns the current frame number, i.e. the total frame count since the "
+"application started."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns the peer IDs of all connected peers of this [SceneTree]'s [member "
+"network_peer]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns the number of nodes in this [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns a list of all nodes assigned to the given group."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
+"(both running and paused)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns the sender's peer ID for the most recently received RPC call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Returns [code]true[/code] if the given group exists."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns [code]true[/code] if the most recent [InputEvent] was marked as "
+"handled with [method set_input_as_handled]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
+"server mode (listening for connections)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Sends the given notification to all members of the [code]group[/code]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Sends the given notification to all members of the [code]group[/code], "
+"respecting the given [enum GroupCallFlags]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Queues the given object for deletion, delaying the call to [method Object."
+"free] to after the current frame."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Quits the application at the end of the current iteration. A process "
+"[code]exit_code[/code] can optionally be passed as an argument. If this "
+"argument is [code]0[/code] or greater, it will override the [member OS."
+"exit_code] defined before quitting the application.\n"
+"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
+"iOS Human Interface Guidelines, the user is expected to close apps via the "
+"Home button."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Reloads the currently active scene.\n"
+"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
+"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
+"current_scene] cannot be loaded into a [PackedScene], or [constant "
+"ERR_CANT_CREATE] if the scene cannot be instantiated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Sets the given [code]property[/code] to [code]value[/code] on all members of "
+"the given group."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Sets the given [code]property[/code] to [code]value[/code] on all members of "
+"the given group, respecting the given [enum GroupCallFlags]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Marks the most recent [InputEvent] as handled."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application automatically accepts quitting.\n"
+"For mobile platforms, see [member quit_on_go_back]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The current scene."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], collision shapes will be visible when running the game "
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], navigation polygons will be visible when running the "
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The root of the edited scene."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The default [MultiplayerAPI] instance for this [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code] (default value), enables automatic polling of the "
+"[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n"
+"If [code]false[/code], you need to manually call [method MultiplayerAPI."
+"poll] to process network packets and deliver RPCs/RSETs. This allows running "
+"RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) "
+"and for manual [Mutex] protection when accessing the [MultiplayerAPI] from "
+"threads."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"The peer object to handle the RPC system (effectively enabling networking "
+"when set). Depending on the peer itself, the [SceneTree] will become a "
+"network server (check with [method is_network_server]) and will set the root "
+"node's network mode to master, or it will become a regular peer with the "
+"root node set to puppet. All child nodes are set to inherit the network mode "
+"by default. Handling of networking-related events (connection, "
+"disconnection, new clients) is done by connecting to [SceneTree]'s signals."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
+"following behavior:\n"
+"- 2D and 3D physics will be stopped. This includes signals and collision "
+"detection.\n"
+"- [method Node._process], [method Node._physics_process] and [method Node."
+"_input] will not be called anymore in nodes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Although physics interpolation would normally be globally turned on and off "
+"using [member ProjectSettings.physics/common/physics_interpolation], this "
+"property allows control over interpolation at runtime."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
+"incoming connections."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "The [SceneTree]'s root [Viewport]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"If [code]true[/code], font oversampling is enabled. This means that "
+"[DynamicFont]s will be rendered at higher or lower size than configured "
+"based on the viewport's scaling ratio. For example, in a viewport scaled "
+"with a factor 1.5, a font configured with size 14 would be rendered with "
+"size 21 ([code]14 * 1.5[/code]).\n"
+"[b]Note:[/b] Font oversampling is only used if the viewport stretch mode is "
+"[constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is "
+"different from [constant STRETCH_ASPECT_IGNORE].\n"
+"[b]Note:[/b] This property is set automatically for the active [SceneTree] "
+"when the project starts based on the configuration of [code]rendering/"
+"quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The "
+"property can however be overridden at runtime as needed."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] successfully "
+"connected to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] fails to establish "
+"a connection to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted when files are dragged from the OS file manager and dropped in the "
+"game window. The arguments are a list of file paths and the identifier of "
+"the screen where the drag originated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever global menu item is clicked."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted immediately before [method Node._process] is called on every node in "
+"the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] connects with a "
+"new peer. ID is the peer ID of the new peer. Clients get notified when other "
+"clients connect to the same server. Upon connecting to a server, a client "
+"also receives this signal for the server (with ID being 1)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a "
+"peer. Clients get notified when other clients disconnect from the same "
+"server."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever a node is added to the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
+"code] mode."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever a node is removed from the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Emitted whenever a node is renamed."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted immediately before [method Node._physics_process] is called on every "
+"node in the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted when the screen resolution (fullscreen) or window size (windowed) "
+"changes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] disconnected from "
+"server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
+"renamed, etc.)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Call a group with no flags (default)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Call a group in reverse scene order."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Call a group immediately (calls are normally made on idle)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "No stretching."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid "Render stretching in higher resolution (interpolated)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Keep the specified display resolution. No interpolation. Content may appear "
+"pixelated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Fill the window with the content stretched to cover excessive space. Content "
+"may appear stretched."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Retain the same aspect ratio by padding with black bars on either axis. This "
+"prevents distortion."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Expand vertically. Left/right black bars may appear if the window is too "
+"wide."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Expand horizontally. Top/bottom black bars may appear if the window is too "
+"tall."
+msgstr ""
+
+#: doc/classes/SceneTree.xml
+msgid ""
+"Expand in both directions, retaining the same aspect ratio. This prevents "
+"distortion while avoiding black bars."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml
+msgid "One-shot timer."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml
+msgid ""
+"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
+"completion. See also [method SceneTree.create_timer].\n"
+"As opposed to [Timer], it does not require the instantiation of a node. "
+"Commonly used to create a one-shot delay timer as in the following example:\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"Timer started.\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"Timer ended.\")\n"
+"[/codeblock]\n"
+"The timer will be dereferenced after its time elapses. To preserve the "
+"timer, you can keep a reference to it. See [Reference]."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml
+msgid "The time remaining (in seconds)."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml
+msgid "Emitted when the timer reaches 0."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
+"[Tween], it does not require the instantiation of a node.\n"
+"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
+"very much suited for simple animations or general tasks that don't require "
+"visual tweaking provided by the editor. They can be used in a fire-and-"
+"forget manner for some logic that normally would be done by code. You can e."
+"g. make something shoot periodically by using a looped [CallbackTweener] "
+"with a delay.\n"
+"A [SceneTreeTween] can be created by using either [method SceneTree."
+"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
+"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
+"used for tweening values, but you can do manual interpolation with [method "
+"interpolate_value].\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite, \"queue_free\")\n"
+"[/codeblock]\n"
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
+"objects:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/codeblock]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum Tween.EaseType] constant, and "
+"controls where the [code]trans_type[/code] is applied to the interpolation "
+"(in the beginning, the end, or both). If you don't know which transition and "
+"easing to pick, you can try different [enum Tween.TransitionType] constants "
+"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
+"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Binds this [SceneTreeTween] with the given [code]node[/code]. "
+"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
+"independently of the animated nodes. When you bind a [Node] with the "
+"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
+"object is not inside tree and the [SceneTreeTween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
+"will make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
+"Node.create_tween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblock]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
+"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
+"haven't finished.\n"
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [SceneTreeTween] has finished animating will be slightly greater "
+"than the actual [SceneTreeTween] duration."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [SceneTreeTween] to do animating for you. It's similar to [method "
+"@GDScript.lerp], but with support for custom transition and easing.\n"
+"[code]initial_value[/code] is the starting value of the interpolation.\n"
+"[code]delta_value[/code] is the change of the value in the interpolation, i."
+"e. it's equal to [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
+"the interpolated value will be halfway between initial and final values. "
+"This value can also be greater than [code]duration[/code] or lower than 0, "
+"which will extrapolate the value.\n"
+"[code]duration[/code] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
+"will always return the final value, regardless of [code]elapsed_time[/code] "
+"provided."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
+"paused and it's not finished."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
+"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/codeblock]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [SceneTreeTween] parallel by default by using [method "
+"set_parallel]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "Resumes a paused or stopped [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
+"this method will by default run simultaneously, as opposed to sequentially."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
+"paused. Check [enum TweenPauseMode] for options.\n"
+"Default value is [constant TWEEN_PAUSE_BOUND]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Determines whether the [SceneTreeTween] should run during idle frame (see "
+"[method Node._process]) or physics frame (see [method Node."
+"_physics_process].\n"
+"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
+"This will not remove any appended [Tweener]s."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [code]binds[/code] to bind additional "
+"arguments for the call.\n"
+"Example: object that keeps shooting every 1 second.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
+"[/codeblock]\n"
+"Example: turning a sprite red and then blue, with 2 second delay.\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
+"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
+"Example: creating an interval in code execution.\n"
+"[codeblock]\n"
+"# ... some code\n"
+"yield(create_tween().tween_interval(2), \"finished\")\n"
+"# ... more code\n"
+"[/codeblock]\n"
+"Example: creating an object that moves back and forth and jumps every few "
+"seconds.\n"
+"[codeblock]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(self, \"jump\")\n"
+"tween.tween_interval(2)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value "
+"is tweened between [code]from[/code] and [code]to[/code] over the time "
+"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
+"bind additional arguments for the call. You can use [method MethodTweener."
+"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
+"transition of the value or [method MethodTweener.set_delay] to delay the "
+"tweening.\n"
+"Example: making a 3D object look from one point to another point.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
+"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
+"[/codeblock]\n"
+"Example: setting a text of a [Label], using an intermediate method and after "
+"a delay.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a "
+"[code]property[/code] of an [code]object[/code] between an initial value and "
+"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/codeblock]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"Example: moving object twice from the same position, with different "
+"transition types.\n"
+"[codeblock]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
+"when the [SceneTreeTween] is set to infinite looping (see [method "
+"set_loops]).\n"
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"Emitted when one step of the [SceneTreeTween] is complete, providing the "
+"step index. One step is either a single [Tweener] or a group of [Tweener]s "
+"running in parallel."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"If the [SceneTreeTween] has a bound node, it will process when that node can "
+"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
+msgstr ""
+
+#: doc/classes/SceneTreeTween.xml
+msgid ""
+"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
+"paused."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "A class stored as a resource."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"A class stored as a resource. A script extends the functionality of all "
+"objects that instance it.\n"
+"The [code]new[/code] method of a script subclass creates a new instance. "
+"[method Object.set_script] extends an existing object, if that object's "
+"class matches one of the script's base classes."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns [code]true[/code] if the script can be instanced."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the script directly inherited by this script."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the script's base type."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the default value of the specified property."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns a dictionary containing constant names and their values."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the list of methods in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the list of properties in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns the list of user signals defined in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"Returns [code]true[/code] if the script, or a base class, defines a signal "
+"with the given name."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Returns [code]true[/code] if the script contains non-empty source code."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"Returns [code]true[/code] if [code]base_object[/code] is an instance of this "
+"script."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"Returns [code]true[/code] if the script is a tool script. A tool script can "
+"run in the editor."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid "Reloads the script's class implementation. Returns an error code."
+msgstr ""
+
+#: doc/classes/Script.xml
+msgid ""
+"The script source code or an empty string if source code is not available. "
+"When set, does not reload the class implementation automatically."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid "The Editor's popup dialog for creating new [Script] files."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid ""
+"The [ScriptCreateDialog] creates script files according to a given template "
+"for a given scripting language. The standard use is to configure its fields "
+"prior to calling one of the [method Popup.popup] methods.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n"
+" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
+"# For script types\n"
+" dialog.popup_centered()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid "Prefills required fields to configure the ScriptCreateDialog for use."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml
+msgid "Emitted when the user clicks the OK button."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid "Godot editor's script editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_script_editor]."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid "Returns a [Script] that is currently active in editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Returns an array with all [Script] objects which are currently open in "
+"editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid "Goes to the specified line in the current script."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Opens the script create dialog. The script will extend [code]base_name[/"
+"code]. The file extension can be omitted from [code]base_path[/code]. It "
+"will be added based on the selected scripting language."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Reload all currently opened scripts from disk in case the file contents are "
+"newer."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Emitted when user changed active script. Argument is a freshly activated "
+"[Script]."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml
+msgid ""
+"Emitted when editor is about to close the active script. Argument is a "
+"[Script] that is going to be closed."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid "Base class for scroll bars."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid ""
+"Scrollbars are a [Range]-based [Control], that display a draggable area (the "
+"size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) "
+"versions are available."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid ""
+"Overrides the step used when clicking increment and decrement buttons or "
+"when using arrow keys when the [ScrollBar] is focused."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml
+msgid "Emitted when the scrollbar is being scrolled."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "A helper node for displaying scrollable elements such as lists."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"A ScrollContainer node meant to contain a [Control] child. ScrollContainers "
+"will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or "
+"both) when needed and will only draw the Control within the ScrollContainer "
+"area. Scrollbars will automatically be drawn at the right (for vertical) or "
+"bottom (for horizontal) and will enable dragging to move the viewable "
+"Control (and its children) within the ScrollContainer. Scrollbars will also "
+"automatically resize the grabber based on the [member Control.rect_min_size] "
+"of the Control relative to the ScrollContainer. Works great with a [Panel] "
+"control. You can set [code]EXPAND[/code] on the children's size flags, so "
+"they will upscale to the ScrollContainer's size if it's larger (scroll is "
+"invisible for the chosen dimension)."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"Ensures the given [code]control[/code] is visible (must be a direct or "
+"indirect child of the ScrollContainer). Used by [member follow_focus].\n"
+"[b]Note:[/b] This will not work on a node that was just added during the "
+"same frame. If you want to scroll to a newly added child, you must wait "
+"until the next frame using [signal SceneTree.idle_frame]:\n"
+"[codeblock]\n"
+"add_child(child_node)\n"
+"yield(get_tree(), \"idle_frame\")\n"
+"ensure_control_visible(child_node)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to disable the horizontal scrollbar, use "
+"[member scroll_horizontal_enabled]. If you want to only hide it instead, use "
+"its [member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to disable the vertical scrollbar, use "
+"[member scroll_vertical_enabled]. If you want to only hide it instead, use "
+"its [member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid ""
+"If [code]true[/code], the ScrollContainer will automatically scroll to "
+"focused children (including indirect children) to make sure they are fully "
+"visible."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "The current horizontal scroll value."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "If [code]true[/code], enables horizontal scrolling."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "The current vertical scroll value."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "If [code]true[/code], enables vertical scrolling."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "Emitted when scrolling stops."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "Emitted when scrolling is started."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml
+msgid "The background [StyleBox] of the [ScrollContainer]."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid "Segment shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid ""
+"Segment shape for 2D collisions. Consists of two points, [code]a[/code] and "
+"[code]b[/code]."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid "The segment's first point position."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml
+msgid "The segment's second point position."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid "A synchronization semaphore."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"A synchronization semaphore which can be used to synchronize multiple "
+"[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. "
+"For a binary version, see [Mutex]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Separator.xml
+msgid "Base class for separators."
+msgstr ""
+
+#: doc/classes/Separator.xml
+msgid ""
+"Separator is a [Control] used for separating other controls. It's purely a "
+"visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) "
+"versions are available."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid "A custom shader program."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"This class allows you to define a custom shader program that can be used by "
+"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
+"rendering objects or updating particle information. For a detailed "
+"explanation and usage, please see the tutorials linked below."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the texture that is set as default for the specified parameter.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
+"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns [code]true[/code] if the shader has this param defined as a uniform "
+"in its code.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Sets the default texture to be used with a texture uniform. The default is "
+"used if a texture is not set in the [ShaderMaterial].\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the shader's code as the user has written it, not the full generated "
+"code used internally."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Returns the shader's custom defines. Custom defines can be used in Godot to "
+"add GLSL preprocessor directives (e.g: extensions) required for the shader "
+"logic.\n"
+"[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so "
+"care should be taken when using them."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid "Mode used to draw all 3D objects."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid "Mode used to draw all 2D objects."
+msgstr ""
+
+#: doc/classes/Shader.xml
+msgid ""
+"Mode used to calculate particle information on a per-particle basis. Not "
+"used for drawing."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid "A material that uses a custom [Shader] program."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"A material that uses a custom [Shader] program to render either items to "
+"screen or process particles. You can create multiple materials for the same "
+"shader but configure different values for the uniforms defined in the "
+"shader.\n"
+"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
+"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
+"emit light in a [GIProbe]."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Returns the current value set for this material of a uniform in the shader."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Returns [code]true[/code] if the property identified by [code]name[/code] "
+"can be reverted to a default value."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Returns the default value of the material property with given [code]name[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid ""
+"Changes the value set for this material of a uniform in the shader.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml
+msgid "The [Shader] program used to render this material."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid "Base class for all 3D shape resources."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid ""
+"Base class for all 3D shape resources. Nodes that inherit from this can be "
+"used as shapes for a [PhysicsBody] or [Area] objects."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid ""
+"Returns the [ArrayMesh] used to draw the debug collision for this [Shape]."
+msgstr ""
+
+#: doc/classes/Shape.xml
+msgid ""
+"The collision margin for the shape. Used in Bullet Physics only.\n"
+"Collision margins allow collision detection to be more efficient by adding "
+"an extra shell around shapes. Collision algorithms are more expensive when "
+"objects overlap by more than their margin, so a higher value for margins is "
+"better for performance, at the cost of accuracy around edges as it makes "
+"them less sharp."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid "Base class for all 2D shapes."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns [code]true[/code] if this shape is colliding with another.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), and the transformation matrix of that shape "
+"([code]shape_xform[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), and the transformation matrix of that shape "
+"([code]shape_xform[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns whether this shape would collide with another, if a given movement "
+"was applied.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the movement to test on this shape "
+"([code]local_motion[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), the transformation matrix of that shape "
+"([code]shape_xform[/code]), and the movement to test onto the other object "
+"([code]shape_motion[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [code]with_shape[/code].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
+"A).length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the movement to test on this shape "
+"([code]local_motion[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), the transformation matrix of that shape "
+"([code]shape_xform[/code]), and the movement to test onto the other object "
+"([code]shape_motion[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled "
+"with the specified [code]color[/code]. The exact drawing method is specific "
+"for each shape and cannot be configured."
+msgstr ""
+
+#: doc/classes/Shape2D.xml
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid "A shortcut for binding input."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid ""
+"A shortcut for binding input.\n"
+"Shortcuts are commonly used for interacting with a [Control] element from a "
+"[InputEvent]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid "Returns the shortcut's [InputEvent] as a [String]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid ""
+"Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid "If [code]true[/code], this shortcut is valid."
+msgstr ""
+
+#: doc/classes/ShortCut.xml
+msgid ""
+"The shortcut's [InputEvent].\n"
+"Generally the [InputEvent] is a keyboard key, though it can be any "
+"[InputEvent]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Skeleton for characters and animated objects."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Skeleton provides a hierarchical interface for managing bones, including "
+"pose, rest and animation (see [Animation]). It can also use ragdoll "
+"physics.\n"
+"The overall transform of a bone with respect to the skeleton is determined "
+"by the following hierarchical order: rest pose, custom pose and pose.\n"
+"Note that \"global pose\" below refers to the overall transform of the bone "
+"with respect to skeleton, so it not the actual global/world transform of the "
+"bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
+"become the bone index."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "[i]Deprecated soon.[/i]"
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Clear all the bones in this skeleton."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the bone index that matches [code]name[/code] as its name."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the amount of bones in the skeleton."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the custom pose of the specified bone. Custom pose is applied on top "
+"of the rest pose."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton. Being relative to the skeleton frame, this is not the actual "
+"\"global\" transform of the bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton, but without any global pose overrides. Being relative to the "
+"skeleton frame, this is not the actual \"global\" transform of the bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the name of the bone at index [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the bone index which is the parent of the bone at [code]bone_idx[/"
+"code]. If -1, then bone has no parent.\n"
+"[b]Note:[/b] The parent bone returned will always be less than "
+"[code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Returns the pose transform of the specified bone. Pose is applied on top of "
+"the custom pose, which is applied on top the rest pose."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Returns the rest transform for a bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid ""
+"Sets the bone index [code]parent_idx[/code] as the parent of the bone at "
+"[code]bone_idx[/code]. If -1, then bone has no parent.\n"
+"[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Sets the pose transform for bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml
+msgid "Sets the rest transform for bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid "Skeleton for 2D characters and animated objects."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid ""
+"Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of "
+"[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and "
+"acts as a single point of access to its bones."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid ""
+"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The "
+"object to return is identified by the parameter [code]idx[/code]. Bones are "
+"indexed by descending the node hierarchy from top to bottom, adding the "
+"children of each branch before moving to the next sibling."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid ""
+"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
+"Skeleton2D."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml
+msgid "Returns the [RID] of a Skeleton2D instance."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
+"certain point in 3D by rotating all bones in the chain accordingly."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
+"certain point in 3D by rotating all bones in the chain accordingly. A "
+"typical scenario for IK in games is to place a characters feet on the ground "
+"or a characters hands on a currently hold object. SkeletonIK uses "
+"FabrikInverseKinematic internally to solve the bone chain and applies the "
+"results to the [Skeleton] [code]bones_global_pose_override[/code] property "
+"for all affected bones in the chain. If fully applied this overwrites any "
+"bone transform from [Animation]s or bone custom poses set by users. The "
+"applied amount can be controlled with the [code]interpolation[/code] "
+"property.\n"
+"[codeblock]\n"
+"# Apply IK effect automatically on every new frame (not the current)\n"
+"skeleton_ik_node.start()\n"
+"\n"
+"# Apply IK effect only on the current frame\n"
+"skeleton_ik_node.start(true)\n"
+"\n"
+"# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
+"skeleton_ik_node.stop()\n"
+"\n"
+"# Apply full IK effect\n"
+"skeleton_ik_node.set_interpolation(1.0)\n"
+"\n"
+"# Apply half IK effect\n"
+"skeleton_ik_node.set_interpolation(0.5)\n"
+"\n"
+"# Apply zero IK effect (a value at or below 0.01 also removes "
+"bones_global_pose_override on Skeleton)\n"
+"skeleton_ik_node.set_interpolation(0.0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Returns the parent [Skeleton] Node that was present when SkeletonIK entered "
+"the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node "
+"when SkeletonIK entered the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
+"frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is "
+"stopped or [method start] was used with the [code]one_time[/code] parameter "
+"set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Starts applying IK effects on each frame to the [Skeleton] bones but will "
+"only take effect starting on the next frame. If [code]one_time[/code] is "
+"[code]true[/code], this will take effect immediately but also reset on the "
+"next frame."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Stops applying IK effects on each frame to the [Skeleton] bones and also "
+"calls [method Skeleton.clear_bones_global_pose_override] to remove existing "
+"overrides on all bones."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Interpolation value for how much the IK results are applied to the current "
+"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
+"bone transforms completely while a value of [code]0.0[/code] will visually "
+"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
+"[method Skeleton.clear_bones_global_pose_override]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Secondary target position (first is [member target] property or [member "
+"target_node]) for the IK chain. Use magnet position (pole target) to control "
+"the bending of the IK chain. Only works if the bone chain has more than 2 "
+"bones. The middle chain bone position will be linearly interpolated with the "
+"magnet position."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Number of iteration loops used by the IK solver to produce more accurate "
+"(and elegant) bone chain results."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"The minimum distance between bone and goal target. If the distance is below "
+"this value, the IK solver stops further iterations."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"If [code]true[/code] overwrites the rotation of the tip bone with the "
+"rotation of the [member target] (or [member target_node] if defined)."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid "The name of the current root bone, the first bone in the IK chain."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"First target of the IK chain where the tip bone is placed and, if [member "
+"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
+"[member target_node] path is available the nodes transform is used instead "
+"and this property is ignored."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"Target node [NodePath] for the IK chain. If available, the node's current "
+"[Transform] is used instead of the [member target] property."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"The name of the current tip bone, the last bone in the IK chain placed at "
+"the [member target] transform (or [member target_node] if defined)."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml
+msgid ""
+"If [code]true[/code], instructs the IK solver to consider the secondary "
+"magnet target (pole target) when calculating the bone chain. Use the magnet "
+"position (pole target) to control the bending of the IK chain."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "The base class for [PanoramaSky] and [ProceduralSky]."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid ""
+"The [Sky]'s radiance map size. The higher the radiance map size, the more "
+"detailed the lighting from the [Sky] will be.\n"
+"See [enum RadianceSize] constants for values.\n"
+"[b]Note:[/b] You will only benefit from high radiance sizes if you have "
+"perfectly sharp reflective surfaces in your project and are not using "
+"[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member "
+"radiance_size] to the default value is the best compromise between visuals "
+"and performance. Be careful when using high radiance size values as these "
+"can cause crashes on low-end GPUs."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 32×32 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 64×64 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 128×128 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 256×256 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Radiance texture size is 512×512 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid ""
+"Radiance texture size is 1024×1024 pixels.\n"
+"[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector "
+"as it is known to cause GPU hangs on certain systems."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid ""
+"Radiance texture size is 2048×2048 pixels.\n"
+"[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector "
+"as it is known to cause GPU hangs on certain systems."
+msgstr ""
+
+#: doc/classes/Sky.xml
+msgid "Represents the size of the [enum RadianceSize] enum."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid "Base class for GUI sliders."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"Base class for GUI sliders.\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"If [code]true[/code], the slider can be interacted with. If [code]false[/"
+"code], the value can be changed only by code."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid "If [code]true[/code], the value can be changed using the mouse wheel."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"Number of ticks displayed on the slider, including border ticks. Ticks are "
+"uniformly-distributed value markers."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"If [code]true[/code], the slider will display ticks for minimum and maximum "
+"values."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid ""
+"Emitted when dragging stops. If [code]value_changed[/code] is true, [member "
+"Range.value] is different from the value when you started the dragging."
+msgstr ""
+
+#: doc/classes/Slider.xml
+msgid "Emitted when dragging is started."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid "Slider between two PhysicsBodies in 3D."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"Slides across the X axis of the pivot object. See also [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping of the rotation when the limit is surpassed.\n"
+"A lower damping value allows a rotation initiated by body A to travel to "
+"body B slower."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution of the rotation when the limit is surpassed.\n"
+"Does not affect damping."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the all rotation once the limit is surpassed.\n"
+"Makes all rotation slower when between 0 and 1."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid "A factor applied to the all rotation in the limits."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"A factor applied to the all rotation across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of damping that happens once the limit defined by [member "
+"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
+"surpassed."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml
+msgid ""
+"The amount of restitution once the limits are surpassed. The lower, the more "
+"velocity-energy gets lost."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "A soft mesh physics body."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"A deformable physics body. Used to create elastic or deformable objects such "
+"as cloth, rubber, or other flexible materials.\n"
+"[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not "
+"recommended to use them for things that can affect gameplay (such as a "
+"player character made entirely out of soft bodies)."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "Returns local translation of a vertex in the surface array."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "Returns [code]true[/code] if vertex is set to pinned."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"Sets the pinned state of a surface vertex. When set to [code]true[/code], "
+"the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
+"vertex will be attached to."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"The physics layers this SoftBody is in.\n"
+"Collidable objects can exist in any of 32 different layers. These layers "
+"work like a tagging system, and are not visual. A collidable can use these "
+"layers to select with which objects it can collide, using the collision_mask "
+"property.\n"
+"A contact is detected if object A is in any of the layers that object B "
+"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
+"[code]false[/code] to pause the physics simulation."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid ""
+"Increasing this value will improve the resulting simulation, but can affect "
+"performance. Use with care."
+msgstr ""
+
+#: doc/classes/SoftBody.xml
+msgid "The SoftBody's mass."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Most basic 3D game object, parent of all 3D-related nodes."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Most basic 3D game object, with a 3D [Transform] and visibility settings. "
+"All other 3D game objects inherit from Spatial. Use [Spatial] as a parent "
+"node to move, scale, rotate and show/hide children in a 3D project.\n"
+"Affine operations (rotate, scale, translate) happen in parent's local "
+"coordinate system, unless the [Spatial] object is set as top-level. Affine "
+"operations in this coordinate system correspond to direct affine operations "
+"on the [Spatial]'s transform. The word local below refers to this coordinate "
+"system. The coordinate system that is attached to the [Spatial] object "
+"itself is referred to as object-local coordinate system.\n"
+"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
+"parameters must have angles specified as [i]radians[/i]. To convert degrees "
+"to radians, use [method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Introduction to 3D"
+msgstr ""
+
+#: doc/classes/Spatial.xml doc/classes/Vector3.xml
+msgid "All 3D Demos"
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"When using physics interpolation, there will be circumstances in which you "
+"want to know the interpolated (displayed) transform of a node rather than "
+"the standard transform (which may only be accurate to the most recent "
+"physics tick).\n"
+"This is particularly important for frame-based operations that take place in "
+"[method Node._process], rather than [method Node._physics_process]. Examples "
+"include [Camera]s focusing on a node, or finding where to fire lasers from "
+"on a frame rather than physics tick."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
+"parent is not of type [Spatial]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns the current [World] resource this [Spatial] node is registered to."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the global (world) transformation around axis, a unit [Vector3], by "
+"specified angle in radians. The rotation axis is in global coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Scales the global (world) transformation by the given [Vector3] scale "
+"factors."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Moves the global (world) transformation by [Vector3] offset. The offset is "
+"in global coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Disables rendering of this node. Changes [member visible] to [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether node notifies about its local transformation changes. "
+"[Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
+"local transformation scale."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether this node is set as Toplevel, that is whether it ignores its "
+"parent nodes transformations."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns whether the node notifies about its global and local transformation "
+"changes. [Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the node so that the local forward axis (-Z) points toward the "
+"[code]target[/code] position.\n"
+"The local up axis (+Y) points as close to the [code]up[/code] vector as "
+"possible while staying perpendicular to the local forward axis. The "
+"resulting transform is orthogonal, and the scale is preserved. Non-uniform "
+"scaling may not work correctly.\n"
+"The [code]target[/code] position cannot be the same as the node's position, "
+"the [code]up[/code] vector cannot be zero, and the direction from the node's "
+"position to the [code]target[/code] vector cannot be parallel to the "
+"[code]up[/code] vector.\n"
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Moves the node to the specified [code]position[/code], and then rotates "
+"itself to point toward the [code]target[/code] as per [method look_at]. "
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Resets this node's transformations (like scale, skew and taper) preserving "
+"its rotation and translation by performing Gram-Schmidt orthonormalization "
+"on this node's [Transform]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians. The rotation axis is in object-local coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Rotates the local transformation around the X axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Rotates the local transformation around the Y axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Rotates the local transformation around the Z axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Scales the local transformation by given 3D scale factors in object-local "
+"coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Makes the node ignore its parents transformations. Node transformations are "
+"only in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
+"transformation scale. Changes to the local transformation scale are "
+"preserved."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Reset all transformations for this node (sets its [Transform] to the "
+"identity matrix)."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node ignores notification that its transformation (global "
+"or local) changed."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node notifies about its local transformation changes. "
+"[Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Sets whether the node notifies about its global and local transformation "
+"changes. [Spatial] will not propagate this by default, unless it is in the "
+"editor context and it has a valid gizmo."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Enables rendering of this node. Changes [member visible] to [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Transforms [code]local_point[/code] from this node's local space to world "
+"space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Transforms [code]global_point[/code] from world space to this node's local "
+"space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Changes the node's position by the given offset [Vector3].\n"
+"Note that the translation [code]offset[/code] is affected by the node's "
+"scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an "
+"offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) "
+"to the X coordinate."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Changes the node's position by the given offset [Vector3] in local space."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Updates the [SpatialGizmo] of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] "
+"as custom visualization and editing handles in Editor."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "World space (global) [Transform] of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the local transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the local transformation in degrees, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Local space [Transform] of this node, with respect to the parent node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Local translation of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"If [code]true[/code], this node is drawn. The node is only visible if all of "
+"its antecedents are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code])."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Emitted by portal system gameplay monitor when a node enters the gameplay "
+"area."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Emitted by portal system gameplay monitor when a node exits the gameplay "
+"area."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Emitted when node visibility changes."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification when their global transform "
+"changes. This means that either the current or a parent node changed its "
+"transform.\n"
+"In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first "
+"need to ask for it, with [method set_notify_transform]. The notification is "
+"also sent if the node is in the editor context and it has a valid gizmo."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification when they are registered to new "
+"[World] resource."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification when they are unregistered from "
+"current [World] resource."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid "Spatial nodes receives this notification when their visibility changes."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification if the portal system gameplay "
+"monitor detects they have entered the gameplay area."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Spatial nodes receives this notification if the portal system gameplay "
+"monitor detects they have exited the gameplay area."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default 3D rendering material."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"This provides a default material with a wide variety of rendering features "
+"and properties without the need to write shader code. See the tutorial below "
+"for details."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Returns [code]true[/code], if the specified flag is enabled. See [enum "
+"Flags] enumerator for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Returns the [Texture] associated with the specified [enum TextureParam]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the specified [enum Feature]. Many features "
+"that are available in [SpatialMaterial]s need to be enabled before use. This "
+"way the cost for using the feature is only incurred when specified. Features "
+"can also be enabled by setting the corresponding member to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the specified flag. Flags are optional "
+"behavior that can be turned on and off. Only one flag can be enabled at a "
+"time with this function, the flag enumerators cannot be bit-masked together "
+"to enable or disable multiple flags at once. Flags can also be enabled by "
+"setting the corresponding member to [code]true[/code]. See [enum Flags] "
+"enumerator for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the [Texture] to be used by the specified [enum TextureParam]. This "
+"function is called when setting members ending in [code]*_texture[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The material's base color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture to multiply by [member albedo_color]. Used for basic texturing of "
+"objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The strength of the anisotropy effect. This is multiplied by [member "
+"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
+"texture contains an alpha channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
+"the specular blob and aligns it to tangent space. This is useful for brushed "
+"aluminium and hair reflections.\n"
+"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
+"does not contain tangents, the anisotropy effect will appear broken.\n"
+"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
+"texture filtering. Anisotropic texture filtering can be enabled by selecting "
+"a texture in the FileSystem dock, going to the Import dock, checking the "
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that offsets the tangent map for anisotropy calculations and "
+"optionally controls the anisotropy effect (if an alpha channel is present). "
+"The flowmap texture is expected to be a derivative map, with the red channel "
+"representing distortion on the X axis and green channel representing "
+"distortion on the Y axis. Values below 0.5 will result in negative "
+"distortion, whereas values above 0.5 will result in positive distortion.\n"
+"If present, the texture's alpha channel will be used to multiply the "
+"strength of the [member anisotropy] effect. Fully opaque pixels will keep "
+"the anisotropy effect's original strength while fully transparent pixels "
+"will disable the anisotropy effect entirely. The flowmap texture's blue "
+"channel is ignored."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
+"darkens areas based on the [member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Amount that ambient occlusion affects lighting from lights. If [code]0[/"
+"code], ambient occlusion only affects ambient light. If [code]1[/code], "
+"ambient occlusion affects lights just as much as it affects ambient light. "
+"This can be used to impact the strength of the ambient occlusion effect, but "
+"typically looks unrealistic."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
+"[member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that defines the amount of ambient occlusion for a given point on "
+"the object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies the channel of the [member ao_texture] in which the ambient "
+"occlusion information is stored. This is useful when you store the "
+"information for multiple effects in a single texture. For example if you "
+"stored metallic in the red channel, roughness in the blue, and ambient "
+"occlusion in the green you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] "
+"is [code]Synchronous[/code] (with or without cache), this determines how "
+"this material must behave in regards to asynchronous shader compilation.\n"
+"[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
+"the same as disabling the clearcoat effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], clearcoat rendering is enabled. Adds a secondary "
+"transparent pass to the lighting calculation resulting in an added specular "
+"blob. This makes materials appear as if they have a clear layer on them that "
+"can be either glossy or rough.\n"
+"[b]Note:[/b] Clearcoat rendering is not visible if the material has [member "
+"flags_unshaded] set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the roughness of the clearcoat pass. A higher value results in a "
+"smoother clearcoat while a lower value results in a rougher clearcoat."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that defines the strength of the clearcoat effect and the glossiness "
+"of the clearcoat. Strength is specified in the red channel while glossiness "
+"is specified in the green channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will read depth texture at multiple points "
+"along the view ray to determine occlusion and parrallax. This can be very "
+"performance demanding, but results in more realistic looking depth mapping."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], depth mapping is enabled (also called \"parallax "
+"mapping\" or \"height mapping\"). See also [member normal_enabled].\n"
+"[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on "
+"the same material. The value of [member depth_enabled] will be ignored if "
+"[member uv1_triplanar] is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], direction of the binormal is flipped before using in "
+"the depth effect. This may be necessary if you have encoded your binormals "
+"in a way that is conflicting with the depth effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], direction of the tangent is flipped before using in "
+"the depth effect. This may be necessary if you have encoded your tangents in "
+"a way that is conflicting with the depth effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Number of layers to use when using [member depth_deep_parallax] and the view "
+"direction is perpendicular to the surface of the object. A higher number "
+"will be more performance demanding while a lower number may not look as "
+"crisp."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Number of layers to use when using [member depth_deep_parallax] and the view "
+"direction is parallel to the surface of the object. A higher number will be "
+"more performance demanding while a lower number may not look as crisp."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Scales the depth offset effect. A higher number will create a larger depth."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to determine depth at a given pixel. Depth is always stored in "
+"the red channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture that specifies the color of the detail overlay."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies how the [member detail_albedo] should blend with the current "
+"[code]ALBEDO[/code]. See [enum BlendMode] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the detail overlay. Detail is a second texture "
+"that gets mixed over the surface of the object based on [member "
+"detail_mask]. This can be used to add variation to objects, or to blend "
+"between two different albedo/normal textures."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to specify how the detail textures get blended with the base "
+"textures."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that specifies the per-pixel normal of the detail overlay.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
+"layer. See [enum DetailUV] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Distance at which the object appears fully opaque.\n"
+"[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than "
+"[code]distance_fade_min_distance[/code], the behavior will be reversed. The "
+"object will start to fade away at [code]distance_fade_max_distance[/code] "
+"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Distance at which the object starts to become visible. If the object is less "
+"than this distance away, it will be invisible.\n"
+"[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than "
+"[code]distance_fade_max_distance[/code], the behavior will be reversed. The "
+"object will start to fade away at [code]distance_fade_max_distance[/code] "
+"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies which type of fade to use. Can be any of the [enum "
+"DistanceFadeMode]s."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The emitted light's color. See [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the body emits light. Emitting light makes the object "
+"appear brighter. The object can also cast light on other objects if a "
+"[GIProbe] or [BakedLightmap] is used and this object is used in baked "
+"lighting."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The emitted light's strength. See [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets how [member emission] interacts with [member emission_texture]. Can "
+"either add or multiply. See [enum EmissionOperator] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture that specifies how much surface emits light at a given point."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Forces a conversion of the [member albedo_texture] from sRGB space to linear "
+"space."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Enables signed distance field rendering shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the object receives no ambient light."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the object receives no shadow that would otherwise be "
+"cast onto it."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will compute extra operations to make sure "
+"the normal stays correct when using a non-uniform scale. Only enable if "
+"using non-uniform scaling."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the object is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], transparency is enabled on the body. See also [member "
+"params_blend_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the object is unaffected by lighting."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], render point size can be changed.\n"
+"[b]Note:[/b] This is only effective for objects whose geometry is point-"
+"based rather than triangle-based. See also [member params_point_size]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
+"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
+"areas are transparent. Useful for overlaying shadows onto a camera feed in "
+"AR."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], lighting is calculated per vertex rather than per "
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], triplanar mapping is calculated in world space rather "
+"than object local space. See also [member uv1_triplanar]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"A high value makes the material appear more like a metal. Non-metals use "
+"their albedo as the diffuse color and add diffuse to the specular "
+"reflection. With non-metals, the reflection appears on top of the albedo "
+"color. Metals use their albedo as a multiplier to the specular reflection "
+"and set the diffuse color to black resulting in a tinted reflection. "
+"Materials work better when fully metal or fully non-metal, values between "
+"[code]0[/code] and [code]1[/code] should only be used for blending between "
+"metal and non-metal sections. To alter the amount of reflection use [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Sets the size of the specular lobe. The specular lobe is the bright spot "
+"that is reflected from light sources.\n"
+"[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it "
+"should be left at [code]0.5[/code] in most cases. See also [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to specify metallic for an object. This is multiplied by "
+"[member metallic]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies the channel of the [member metallic_texture] in which the metallic "
+"information is stored. This is useful when you store the information for "
+"multiple effects in a single texture. For example if you stored metallic in "
+"the red channel, roughness in the blue, and ambient occlusion in the green "
+"you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], normal mapping is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The strength of the normal map's effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to specify the normal at a given pixel. The "
+"[code]normal_texture[/code] only uses the red and green channels; the blue "
+"and alpha channels are ignored. The normal read from [code]normal_texture[/"
+"code] is oriented around the surface normal provided by the [Mesh].\n"
+"[b]Note:[/b] The mesh must have both normals and tangents defined in its "
+"vertex data. Otherwise, the normal map won't render correctly and will only "
+"appear to darken the whole surface. If creating geometry with [SurfaceTool], "
+"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
+"generate_tangents] to automatically generate normals and tangents "
+"respectively.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will keep the scale set for the mesh. "
+"Otherwise the scale is lost when billboarding. Only applies when [member "
+"params_billboard_mode] is [constant BILLBOARD_ENABLED]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Controls how the object faces the camera. See [enum BillboardMode].\n"
+"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
+"vector of the camera is not horizontal when the screen is attached to your "
+"head instead of on the table. See [url=https://github.com/godotengine/godot/"
+"issues/41567]GitHub issue #41567[/url] for details."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The material's blend mode.\n"
+"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
+"transparent pipeline. See [enum BlendMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Which side of the object is not drawn when backfaces are rendered. See [enum "
+"CullMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
+"also [member flags_transparent]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], enables the vertex grow setting. See [member "
+"params_grow_amount]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Grows object vertices in the direction of their normals."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Currently unimplemented in Godot."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The point size in pixels. See [member flags_use_point_size]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The method for rendering the specular blob. See [enum SpecularMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the shader will discard all pixels that have an alpha "
+"value less than [member params_alpha_scissor_threshold]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The number of horizontal frames in the particle sprite sheet. Only enabled "
+"when using [constant BILLBOARD_PARTICLES]. See [member "
+"params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], particle animations are looped. Only enabled when "
+"using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The number of vertical frames in the particle sprite sheet. Only enabled "
+"when using [constant BILLBOARD_PARTICLES]. See [member "
+"params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Distance over which the fade effect takes place. The larger the distance the "
+"longer it takes for an object to fade."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the proximity fade effect is enabled. The proximity "
+"fade effect fades out each pixel based on its distance to another object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the refraction effect is enabled. Refraction distorts "
+"transparency based on light from behind the object. When using the GLES3 "
+"backend, the material's roughness value will affect the blurriness of the "
+"refraction. Higher roughness values will make the refraction look blurrier."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The strength of the refraction effect. Higher values result in a more "
+"distorted appearance for the refraction."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture that controls the strength of the refraction per-pixel. Multiplied "
+"by [member refraction_scale]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Specifies the channel of the [member refraction_texture] in which the "
+"refraction information is stored. This is useful when you store the "
+"information for multiple effects in a single texture. For example if you "
+"stored metallic in the red channel, roughness in the blue, and ambient "
+"occlusion in the green you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Sets the strength of the rim lighting effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], rim effect is enabled. Rim lighting increases the "
+"brightness at glancing angles on an object.\n"
+"[b]Note:[/b] Rim lighting is not visible if the material has [member "
+"flags_unshaded] set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to set the strength of the rim lighting effect per-pixel. "
+"Multiplied by [member rim]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The amount of to blend light and albedo color when rendering rim effect. If "
+"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
+"color is used. An intermediate value generally works best."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
+"while a value of [code]1[/code] completely blurs the reflection. See also "
+"[member metallic]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to control the roughness per-pixel. Multiplied by [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
+"penetrates an object's surface, is scattered, and then emerges."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The strength of the subsurface scattering effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to control the subsurface scattering strength. Stored in the "
+"red texture channel. Multiplied by [member subsurf_scatter_strength]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The color used by the transmission effect. Represents the light passing "
+"through an object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the transmission effect is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture used to control the transmission effect per-pixel. Added to [member "
+"transmission]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to offset the [code]UV[/code] coordinates. This amount will be "
+"added to [code]UV[/code] in the vertex function. This can be used to offset "
+"a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
+"[code]UV[/code] in the vertex function."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], instead of using [code]UV[/code] textures will use a "
+"triplanar texture lookup to determine how to apply textures. Triplanar uses "
+"the orientation of the object's surface to blend between texture "
+"coordinates. It reads from the source texture 3 times, once for each axis "
+"and then blends between the results based on how closely the pixel aligns "
+"with each axis. This is often used for natural features to get a realistic "
+"blend of materials. Because triplanar texturing requires many more texture "
+"reads per-pixel it is much slower than normal UV texturing. Additionally, "
+"because it is blending the texture between the three axes, it is unsuitable "
+"when you are trying to achieve crisp texturing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"A lower number blends the texture more softly while a higher number blends "
+"the texture more sharply."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to offset the [code]UV2[/code] coordinates. This amount will be "
+"added to [code]UV2[/code] in the vertex function. This can be used to offset "
+"a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
+"[code]UV2[/code] in the vertex function."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
+"triplanar texture lookup to determine how to apply textures. Triplanar uses "
+"the orientation of the object's surface to blend between texture "
+"coordinates. It reads from the source texture 3 times, once for each axis "
+"and then blends between the results based on how closely the pixel aligns "
+"with each axis. This is often used for natural features to get a realistic "
+"blend of materials. Because triplanar texturing requires many more texture "
+"reads per-pixel it is much slower than normal UV texturing. Additionally, "
+"because it is blending the texture between the three axes, it is unsuitable "
+"when you are trying to achieve crisp texturing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"If [code]true[/code], the model's vertex colors are processed as sRGB mode."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "If [code]true[/code], the vertex color is used as albedo color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel metallic value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel roughness value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel emission color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel normal vector."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel rim value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel clearcoat value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Texture specifying per-pixel flowmap direction for use with [member "
+"anisotropy]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel ambient occlusion value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel depth."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel subsurface scattering."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel transmission color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel refraction strength."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel detail mask blending value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel detail color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Texture specifying per-pixel detail normal."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Represents the size of the [enum TextureParam] enum."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use [code]UV[/code] with the detail texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use [code]UV2[/code] with the detail texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member flags_transparent]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member normal_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member rim_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member clearcoat_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member anisotropy_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member ao_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member depth_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member subsurf_scatter_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member transmission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member refraction_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Constant for setting [member detail_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Default blend mode. The color of the object is blended over the background "
+"based on the object's alpha value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The color of the object is added to the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The color of the object is subtracted from the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The color of the object is multiplied by the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default depth draw mode. Depth is drawn only for opaque objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Depth draw is calculated for both opaque and transparent objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "No depth draw."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"For transparent objects, an opaque pass is made first with the opaque parts, "
+"then transparency is drawn."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default cull mode. The back of the object is culled when not visible."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The front of the object is culled when not visible."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "No culling is performed."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"No lighting is used on the object. Color comes directly from [code]ALBEDO[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Lighting is calculated per-vertex rather than per-pixel. This can be used to "
+"increase the speed of the shader at the cost of quality."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Vertex color is in sRGB space and needs to be converted to linear. Only "
+"applies in the GLES3 renderer."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Uses point size to alter the size of primitive points. Also changes the "
+"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Object is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Shader will keep the scale set for the mesh. Otherwise the scale is lost "
+"when billboarding. Only applies when [member params_billboard_mode] is "
+"[constant BILLBOARD_ENABLED]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use triplanar texture lookup for all texture lookups that would normally use "
+"[code]UV[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use triplanar texture lookup for all texture lookups that would normally use "
+"[code]UV2[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use [code]UV2[/code] coordinates to look up from the [member "
+"emission_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Use world coordinates in the triplanar texture lookup instead of local "
+"coordinates."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Forces the shader to convert albedo from sRGB space to linear space."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Disables receiving shadows from other objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Disables receiving ambient light."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Ensures that normals appear correct, even with non-uniform scaling."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Enables the shadow to opacity feature."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default diffuse scattering algorithm."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Diffuse scattering ignores roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Attempts to use roughness to emulate microsurfacing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Default specular blob."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Older specular algorithm, included for compatibility."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Toon blob which changes size based on roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "No specular blob."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Billboard mode is disabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The object's Z axis will always face the camera."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "The object's X axis will always face the camera."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Used for particle systems when assigned to [Particles] and [CPUParticles] "
+"nodes. Enables [code]particles_anim_*[/code] properties.\n"
+"The [member ParticlesMaterial.anim_speed] or [member CPUParticles."
+"anim_speed] should also be set to a positive value for the animation to play."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the red channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the green channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the blue channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Used to read from the alpha channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Adds the emission color to the color from the emission texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Multiplies the emission color by the color from the emission texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid "Do not use distance fade."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Smoothly fades the object out based on each pixel's distance from the camera "
+"using the alpha channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Smoothly fades the object out based on each pixel's distance from the camera "
+"using a dither approach. Dithering discards pixels based on a set pattern to "
+"smoothly fade without enabling transparency. On certain hardware this can be "
+"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Smoothly fades the object out based on the object's distance from the camera "
+"using a dither approach. Dithering discards pixels based on a set pattern to "
+"smoothly fade without enabling transparency. On certain hardware this can be "
+"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"The real conditioned shader needed on each situation will be sent for "
+"background compilation. In the meantime, a very complex shader that adapts "
+"to every situation will be used (\"ubershader\"). This ubershader is much "
+"slower to render, but will keep the game running without stalling to "
+"compile. Once shader compilation is done, the ubershader is replaced by the "
+"traditional optimized shader."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml
+msgid ""
+"Anything with this material applied won't be rendered while this material's "
+"shader is being compiled.\n"
+"This is useful for optimization, in cases where the visuals won't suffer "
+"from having certain non-essential elements missing during the short time "
+"their shaders are being compiled."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Class representing a spherical [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Full height of the sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid ""
+"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
+"[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
+"sphere must be equal."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Number of radial segments on the sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Radius of sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml
+msgid "Number of segments along the height of the sphere."
+msgstr ""
+
+#: doc/classes/SphereShape.xml
+msgid "Sphere shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/SphereShape.xml
+msgid ""
+"Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or "
+"[Area]. This shape is useful for modeling sphere-like 3D objects."
+msgstr ""
+
+#: doc/classes/SphereShape.xml
+msgid "The sphere's radius. The shape's diameter is double the radius."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Numerical input text field."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"SpinBox is a numerical input text field. It allows entering integers and "
+"floats.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var spin_box = SpinBox.new()\n"
+"add_child(spin_box)\n"
+"var line_edit = spin_box.get_line_edit()\n"
+"line_edit.context_menu_enabled = false\n"
+"spin_box.align = LineEdit.ALIGN_RIGHT\n"
+"[/codeblock]\n"
+"The above code will create a [SpinBox], disable context menu on it and set "
+"the text alignment to right.\n"
+"See [Range] class for more options over the [SpinBox].\n"
+"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Applies the current value of this [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
+"access properties and methods of [LineEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Sets the text alignment of the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
+"read only."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"Adds the specified [code]prefix[/code] string before the numerical value of "
+"the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid ""
+"Adds the specified [code]suffix[/code] string after the numerical value of "
+"the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml
+msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "Container for splitting and adjusting."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"Container for splitting two [Control]s vertically or horizontally, with a "
+"grabber that allows adjusting the split offset or ratio."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"Clamps the [member split_offset] value to not go outside the currently "
+"possible minimal and maximum values."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"If [code]true[/code], the area of the first [Control] will be collapsed and "
+"the dragger will be disabled."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"Determines the dragger's visibility. See [enum DraggerVisibility] for "
+"details."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid ""
+"The initial offset of the splitting between the two [Control]s, with "
+"[code]0[/code] being at the end of the first [Control]."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "Emitted when the dragger is dragged by user."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "The split dragger is visible when the cursor hovers it."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "The split dragger is never visible."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml
+msgid "The split dragger is never visible and its space collapsed."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid "A spotlight, such as a reflector spotlight or a lantern."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid ""
+"A Spotlight is a type of [Light] node that emits lights in a specific "
+"direction, in the shape of a cone. The light is attenuated through the "
+"distance. This attenuation can be configured by changing the energy, radius "
+"and attenuation parameters of [Light].\n"
+"[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh "
+"[i]resource[/i] at once. Consider splitting your level into several meshes "
+"to decrease the likelihood that more than 32 lights will affect the same "
+"mesh resource. Splitting the level mesh will also improve frustum culling "
+"effectiveness, leading to greater performance. If you need to use more "
+"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
+"rendering/max_lights_per_object] at the cost of shader compilation times."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid "The spotlight's angular attenuation curve."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid "The spotlight's light energy attenuation curve."
+msgstr ""
+
+#: doc/classes/SpotLight.xml
+msgid ""
+"The maximal range that can be reached by the spotlight. Note that the "
+"effectively lit area may appear to be smaller depending on the [member "
+"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid "A helper node, mostly used in 3rd person cameras."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The SpringArm node is a node that casts a ray (or collision shape) along its "
+"z axis and moves all its direct children to the collision point, minus a "
+"margin.\n"
+"The most common use case for this is to make a 3rd person camera that reacts "
+"to collisions in the environment.\n"
+"The SpringArm will either cast a ray, or if a shape is given, it will cast "
+"the shape in the direction of its z axis.\n"
+"If you use the SpringArm as a camera controller for your player, you might "
+"need to exclude the player's collider from the SpringArm's collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"Adds the [PhysicsBody] object with the given [RID] to the list of "
+"[PhysicsBody] objects excluded from the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"Clears the list of [PhysicsBody] objects excluded from the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid "Returns the spring arm's current length."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"Removes the given [RID] from the list of [PhysicsBody] objects excluded from "
+"the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The layers against which the collision check shall be done. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"When the collision check is made, a candidate length for the SpringArm is "
+"given.\n"
+"The margin is then subtracted to this length and the translation is applied "
+"to the child objects of the SpringArm.\n"
+"This margin is useful for when the SpringArm has a [Camera] as a child node: "
+"without the margin, the [Camera] would be placed on the exact point of "
+"collision, while with the margin the [Camera] would be placed close to the "
+"point of collision."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The [Shape] to use for the SpringArm.\n"
+"When the shape is set, the SpringArm will cast the [Shape] on its z axis "
+"instead of performing a ray cast."
+msgstr ""
+
+#: doc/classes/SpringArm.xml
+msgid ""
+"The maximum extent of the SpringArm. This is used as a length for both the "
+"ray and the shape cast used internally to calculate the desired position of "
+"the SpringArm's child nodes.\n"
+"To know more about how to perform a shape cast or a ray cast, please consult "
+"the [PhysicsDirectSpaceState] documentation."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "General-purpose sprite node."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"A node that displays a 2D texture. The texture displayed can be a region "
+"from a larger atlas texture, or a frame from a sprite sheet animation."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"Returns a [Rect2] representing the Sprite's boundary in local coordinates. "
+"Can be used to detect if the Sprite was clicked. Example:\n"
+"[codeblock]\n"
+"func _input(event):\n"
+" if event is InputEventMouseButton and event.pressed and event."
+"button_index == BUTTON_LEFT:\n"
+" if get_rect().has_point(to_local(event.position)):\n"
+" print(\"A click!\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"Returns [code]true[/code], if the pixel at the given position is opaque and "
+"[code]false[/code] in other case.\n"
+"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
+"[code]null[/code] or if the given position is invalid."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "If [code]true[/code], texture is centered."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid ""
+"Current frame to display from sprite sheet. [member hframes] or [member "
+"vframes] must be greater than 1."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid ""
+"Coordinates of the frame to display from sprite sheet. This is as an alias "
+"for the [member frame] property. [member hframes] or [member vframes] must "
+"be greater than 1."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid "The number of columns in the sprite sheet."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"The normal map gives depth to the Sprite.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid ""
+"If [code]true[/code], texture is cut from a larger atlas texture. See "
+"[member region_rect]."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "If [code]true[/code], the outermost pixels get blurred out."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid ""
+"The region of the atlas texture to display. [member region_enabled] must be "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "[Texture] object to draw."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid "The number of rows in the sprite sheet."
+msgstr ""
+
+#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
+msgid "Emitted when the [member frame] changes."
+msgstr ""
+
+#: doc/classes/Sprite.xml
+msgid "Emitted when the [member texture] changes."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid "2D sprite node in a 3D world."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid ""
+"A node that displays a 2D texture in a 3D environment. The texture displayed "
+"can be a region from a larger atlas texture, or a frame from a sprite sheet "
+"animation."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid ""
+"If [code]true[/code], texture will be cut from a larger atlas texture. See "
+"[member region_rect]."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml
+msgid ""
+"[Texture] object to draw. If [member GeometryInstance.material_override] is "
+"used, this will be overridden. The size information is still used."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "2D sprite node in 3D environment."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "A node that displays 2D texture information in a 3D environment."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "Returns the rectangle representing this sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "If [code]true[/code], the specified flag will be enabled."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "The direction in which the front of the texture faces."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], texture can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"A color value used to [i]multiply[/i] the texture's colors. Can be used for "
+"mood-coloring or to simulate the color of light.\n"
+"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
+"the [SpriteBase3D], the material override must be configured to take vertex "
+"colors into account for albedo. Otherwise, the color defined in [member "
+"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
+"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
+"shader's [code]fragment()[/code] function."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"The texture's visibility on a scale from [code]0[/code] (fully invisible) to "
+"[code]1[/code] (fully visible). [member opacity] is a multiplier for the "
+"[member modulate] color's alpha channel.\n"
+"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
+"the [SpriteBase3D], the material override must be configured to take vertex "
+"colors into account for albedo. Otherwise, the opacity defined in [member "
+"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
+"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
+"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
+"shader's [code]fragment()[/code] function."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "The size of one pixel's width on the sprite to scale it in 3D."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If [code]true[/code], the texture's transparency and the opacity are used to "
+"make those parts of the sprite invisible."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If set, the texture's transparency and the opacity are used to make those "
+"parts of the sprite invisible."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid "If set, lights in the environment affect the sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"If set, texture can be seen from the back as well, if not, it is invisible "
+"when looking at it from behind."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml
+msgid ""
+"Sprite is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid ""
+"Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. "
+"Contains frames and animation data for playback.\n"
+"[b]Note:[/b] You can associate a set of normal maps by creating additional "
+"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
+"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
+"code] will make it so the [code]run[/code] animation uses the normal map."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Adds a new animation to the library."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Adds a frame to the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes all frames from the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes all animations. A \"default\" animation will be created."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid ""
+"Returns [code]true[/code] if the given animation is configured to loop when "
+"it finishes playing. Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid ""
+"Returns an array containing the names associated to each animation. Values "
+"are placed in alphabetical order."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "The animation's speed in frames per second."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Returns the animation's selected frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Returns the number of frames in the animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "If [code]true[/code], the named animation exists."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Removes the animation's selected frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Changes the animation's name to [code]newname[/code]."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "If [code]true[/code], the animation will loop."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Sets the texture of the given frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml
+msgid "Compatibility property, always equals to an empty array."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid "Static body for 3D physics."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"Static body for 3D physics. A static body is a simple body that is not "
+"intended to move. In contrast to [RigidBody], they don't consume any CPU "
+"resources as long as they don't move.\n"
+"Additionally, a constant linear or angular velocity can be set for the "
+"static body, so even if it doesn't move, it affects other bodies as if it "
+"was moving (this is useful for simulating conveyor belts or conveyor wheels)."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"The body's constant angular velocity. This does not rotate the body, but "
+"affects other bodies that touch it, as if it was in a state of rotation."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"The body's constant linear velocity. This does not move the body, but "
+"affects other bodies that touch it, as if it was in a state of movement."
+msgstr ""
+
+#: doc/classes/StaticBody.xml
+msgid ""
+"The body's friction, from 0 (frictionless) to 1 (full friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid "Static body for 2D physics."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"Static body for 2D physics. A StaticBody2D is a body that is not intended to "
+"move. It is ideal for implementing objects in the environment, such as walls "
+"or platforms.\n"
+"Additionally, a constant linear or angular velocity can be set for the "
+"static body, which will affect colliding bodies as if it were moving (for "
+"example, a conveyor belt)."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"The body's constant angular velocity. This does not rotate the body, but "
+"affects colliding bodies, as if it were rotating."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"The body's constant linear velocity. This does not move the body, but "
+"affects colliding bodies, as if it were moving."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml
+msgid ""
+"The body's friction. Values range from [code]0[/code] (no friction) to "
+"[code]1[/code] (full friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Abstraction and base class for stream-based protocols."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"StreamPeer is an abstraction and base class for stream-based protocols (such "
+"as TCP). It provides an API for sending and receiving data through streams "
+"as raw data or strings."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed 16-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed 32-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed 64-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a signed byte from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Returns the amount of bytes this [StreamPeer] has available."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Returns a chunk data with the received bytes. The amount of bytes to be "
+"received can be requested in the [code]bytes[/code] argument. If not enough "
+"bytes are available, the function will block until the desired amount is "
+"received. This function returns two values, an [enum @GlobalScope.Error] "
+"code and a data array."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a double-precision float from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets a single-precision float from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Returns a chunk data with the received bytes. The amount of bytes to be "
+"received can be requested in the \"bytes\" argument. If not enough bytes are "
+"available, the function will return how many were actually received. This "
+"function returns two values, an [enum @GlobalScope.Error] code, and a data "
+"array."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If "
+"[code]bytes[/code] is negative (default) the length will be read from the "
+"stream using the reverse process of [method put_string]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned 16-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned 32-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned 64-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Gets an unsigned byte from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream "
+"(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative "
+"(default) the length will be read from the stream using the reverse process "
+"of [method put_utf8_string]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/"
+"code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed 16-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed 32-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed 64-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a signed byte into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Sends a chunk of data through the connection, blocking if necessary until "
+"the data is done sending. This function returns an [enum @GlobalScope.Error] "
+"code."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a double-precision float into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts a single-precision float into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Sends a chunk of data through the connection. If all the data could not be "
+"sent at once, only part of it will. This function returns two values, an "
+"[enum @GlobalScope.Error] code and an integer, describing how much data was "
+"actually sent."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
+"unsigned integer representing its size.\n"
+"[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
+"[method put_data]:\n"
+"[codeblock]\n"
+"put_data(\"Hello world\".to_ascii())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned 16-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned 32-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned 64-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid "Puts an unsigned byte into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
+"unsigned integer representing its size.\n"
+"[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use "
+"[method put_data]:\n"
+"[codeblock]\n"
+"put_data(\"Hello world\".to_utf8())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/"
+"code] encoding objects is allowed (and can potentially include code)."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml
+msgid ""
+"If [code]true[/code], this [StreamPeer] will using big-endian format for "
+"encoding and decoding."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Data buffer stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Data buffer stream peer that uses a byte array as the stream. This object "
+"can be used to handle binary data from network sessions. To handle binary "
+"data stored in files, [File] can be used directly.\n"
+"A [StreamPeerBuffer] object keeps an internal cursor which is the offset in "
+"bytes to the start of the buffer. Get and put operations are performed at "
+"the cursor position and will move the cursor accordingly."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Clears the [member data_array] and resets the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Returns the current cursor position."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Returns the size of [member data_array]."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid ""
+"Moves the cursor to the specified position. [code]position[/code] must be a "
+"valid index of [member data_array]."
+msgstr ""
+
+#: doc/classes/StreamPeerBuffer.xml
+msgid "The underlying data buffer. Setting this value resets the cursor."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "SSL stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"SSL stream peer. This object can be used to connect to an SSL server or "
+"accept a single SSL client connection."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"Accepts a peer connection as a server using the given [code]private_key[/"
+"code] and providing the given [code]certificate[/code] to the client. You "
+"can pass the optional [code]chain[/code] parameter to provide additional CA "
+"chain information along with the certificate."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If "
+"[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will "
+"validate that the certificate presented by the peer matches the "
+"[code]for_hostname[/code].\n"
+"[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not "
+"supported in HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
+msgid "Disconnects from host."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"Poll the connection to check for incoming bytes. Call this right before "
+"[method StreamPeer.get_available_bytes] for it to work properly."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] that is disconnected."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] during handshaking."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] that is connected to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid "A status representing a [StreamPeerSSL] in error state."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml
+msgid ""
+"An error status that shows a mismatch in the SSL certificate domain "
+"presented by the host and the domain requested for validation."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "TCP stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"TCP stream peer. This object can be used to connect to TCP servers, or also "
+"is returned by a TCP server."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"Connects to the specified [code]host:port[/code] pair. A hostname will be "
+"resolved if valid. Returns [constant OK] on success or [constant FAILED] on "
+"failure."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "Returns the IP of this peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "Returns the port of this peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "Returns the status of the connection, see [enum Status]."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"Returns [code]true[/code] if this peer is currently connected or is "
+"connecting to a host, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"If [code]enabled[/code] is [code]true[/code], packets will be sent "
+"immediately. If [code]enabled[/code] is [code]false[/code] (the default), "
+"packet transfers will be delayed and combined using [url=https://en."
+"wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
+"[b]Note:[/b] It's recommended to leave this disabled for applications that "
+"send large packets or need to transfer a lot of data, as enabling this can "
+"decrease the total available bandwidth."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid ""
+"The initial status of the [StreamPeerTCP]. This is also the status after "
+"disconnecting."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "A status representing a [StreamPeerTCP] that is connected to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml
+msgid "A status representing a [StreamPeerTCP] in error state."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "A [code].stex[/code] texture."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "A texture that is loaded from a [code].stex[/code] file."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "Loads the texture from the given path."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml
+msgid "The StreamTexture's file path to a [code].stex[/code] file."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Built-in string class."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"This is the built-in string class (and the one used by GDScript). It "
+"supports Unicode and provides all necessary means for string handling. "
+"Strings are reference-counted and use a copy-on-write approach, so passing "
+"them around is cheap in resources."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [bool]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [int]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [float]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Vector2]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Rect2]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Vector3]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Transform2D]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Plane]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Quat]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [AABB]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Basis]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Transform]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Color]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [NodePath]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [RID]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Dictionary]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [Array]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Constructs a new String from the given [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns [code]true[/code] if the string begins with the given string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns an array containing the bigrams (pairs of consecutive letters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with special characters escaped using the C "
+"language standard."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/"
+"code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/"
+"code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/"
+"code], [code]\\v[/code].\n"
+"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
+"[code]\\uXXXX[/code] escape sequence."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Changes the case of some letters. Replaces underscores with spaces, adds "
+"spaces before in-word uppercase characters, converts all letters to "
+"lowercase, then capitalizes the first letter and every letter following a "
+"space character. For [code]capitalize camelCase mixed_with_underscores[/"
+"code], it will return [code]Capitalize Camel Case Mixed With Underscores[/"
+"code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-sensitive comparison to another string. Returns [code]-1[/"
+"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
+"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
+"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
+"of each string, which roughly matches the alphabetical order.\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method nocasecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the number of occurrences of substring [code]what[/code] between "
+"[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and "
+"[code]to[/code] equals 0 the whole string will be used. If only [code]to[/"
+"code] equals 0 the remained substring will be used."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the number of occurrences of substring [code]what[/code] (ignoring "
+"case) between [code]from[/code] and [code]to[/code] positions. If "
+"[code]from[/code] and [code]to[/code] equals 0 the whole string will be "
+"used. If only [code]to[/code] equals 0 the remained substring will be used."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with indentation (leading tabs and spaces) "
+"removed. See also [method indent] to add indentation."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if the length of the string equals [code]0[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns [code]true[/code] if the string ends with the given string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Erases [code]chars[/code] characters from the string starting from "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Finds the first occurrence of a substring. Returns the starting position of "
+"the substring or [code]-1[/code] if not found. Optionally, the initial "
+"search index can be passed.\n"
+"[b]Note:[/b] If you just want to know whether a string contains a substring, "
+"use the [code]in[/code] operator as follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `false`.\n"
+"if \"i\" in \"team\":\n"
+" pass\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Finds the last occurrence of a substring. Returns the starting position of "
+"the substring or [code]-1[/code] if not found."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Finds the first occurrence of a substring, ignoring case. Returns the "
+"starting position of the substring or [code]-1[/code] if not found. "
+"Optionally, the initial search index can be passed."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Formats the string by replacing all occurrences of [code]placeholder[/code] "
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "If the string is a valid file path, returns the base directory name."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a valid file path, returns the full file path without the "
+"extension."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the extension without the leading period character ([code].[/code]) "
+"if the string is a valid file name or path. If the string does not contain "
+"an extension, returns an empty string instead.\n"
+"[codeblock]\n"
+"print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n"
+"print(\"file.txt\".get_extension()) # \"txt\"\n"
+"print(\"file.sample.txt\".get_extension()) # \"txt\"\n"
+"print(\".txt\".get_extension()) # \"txt\"\n"
+"print(\"file.txt.\".get_extension()) # \"\" (empty string)\n"
+"print(\"file.txt..\".get_extension()) # \"\" (empty string)\n"
+"print(\"txt\".get_extension()) # \"\" (empty string)\n"
+"print(\"\".get_extension()) # \"\" (empty string)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "If the string is a valid file path, returns the filename."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits a string using a [code]delimiter[/code] and returns a substring at "
+"index [code]slice[/code]. Returns an empty string if the index doesn't "
+"exist.\n"
+"This is a more performant alternative to [method split] for cases when you "
+"need only one element from the array at a fixed index.\n"
+"Example:\n"
+"[codeblock]\n"
+"print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the 32-bit hash value representing the string's contents.\n"
+"[b]Note:[/b] [String]s with equal content will always produce identical hash "
+"values. However, the reverse is not true. Returning identical hash values "
+"does [i]not[/i] imply the strings are equal, because different strings can "
+"have identical hash values due to hash collisions."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts a string containing a hexadecimal number into an integer. "
+"Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" "
+"otherwise [code]0[/code] is returned.\n"
+"[codeblock]\n"
+"print(\"0xff\".hex_to_int()) # Print \"255\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Escapes (encodes) a string to URL friendly format. Also referred to as 'URL "
+"encode'.\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"."
+"http_escape())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL "
+"decode'.\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"."
+"http_unescape())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts [code]size[/code] represented as number of bytes to human-readable "
+"format using internationalized set of data size units, namely: B, KiB, MiB, "
+"GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically "
+"to hold at most 1024 units.\n"
+"[codeblock]\n"
+"var bytes = 133790307\n"
+"var size = String.humanize_size(bytes)\n"
+"print(size) # prints \"127.5 MiB\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with lines indented with [code]prefix[/code].\n"
+"For example, the string can be indented with two tabs using "
+"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The "
+"prefix can be any string so it can also be used to comment out strings with "
+"e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n"
+"[b]Note:[/b] Empty lines are kept empty."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with the substring [code]what[/code] inserted "
+"at the given position."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a path to a file or directory, returns [code]true[/code] if "
+"the path is absolute."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a path to a file or directory, returns [code]true[/code] if "
+"the path is relative."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is a subsequence of the given "
+"string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is a subsequence of the given "
+"string, without considering case."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is free from characters that aren't "
+"allowed in file names, those being:\n"
+"[code]: / \\ ? * \" | % < >[/code]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid float. This is "
+"inclusive of integers, and also supports exponents:\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
+"print(\"24\".is_valid_float()) # Prints \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid hexadecimal "
+"number. If [code]with_prefix[/code] is [code]true[/code], then a validity of "
+"the hexadecimal number is determined by [code]0x[/code] prefix, for "
+"instance: [code]0xDEADC0DE[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid color in "
+"hexadecimal HTML notation. Other HTML notations such as named colors or "
+"[code]hsl()[/code] colors aren't considered valid by this method and will "
+"return [code]false[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string is a valid identifier. A valid "
+"identifier may contain only letters, digits and underscores ([code]_[/code]) "
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains a valid integer.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns [code]true[/code] if this string contains only a well-formatted IPv4 "
+"or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
+"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/"
+"code] as valid."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Return a [String] which is the concatenation of the [code]parts[/code]. The "
+"separator between elements is the string providing this method.\n"
+"Example:\n"
+"[codeblock]\n"
+"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with special characters escaped using the JSON "
+"standard."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns a number of characters from the left of the string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the string's amount of characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with characters removed from the left. The "
+"[code]chars[/code] argument is a string specifying the set of characters to "
+"be removed.\n"
+"[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method "
+"trim_prefix] method that will remove a single prefix string rather than a "
+"set of characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
+"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
+"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
+"single character except a period ([code]\".\"[/code]). An empty string or "
+"empty expression always evaluates to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the MD5 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the MD5 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-insensitive [i]natural order[/i] comparison to another "
+"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater "
+"than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are "
+"determined by the [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
+"roughly matches the alphabetical order. Internally, lowercase characters "
+"will be converted to uppercase during the comparison.\n"
+"When used for sorting, natural order comparison will order suites of numbers "
+"as expected by most people. If you sort the numbers from 1 to 10 using "
+"natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, "
+"10, 2, 3, ...][/code].\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method nocasecmp_to] and [method casecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-insensitive comparison to another string. Returns [code]-1[/"
+"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
+"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
+"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
+"of each string, which roughly matches the alphabetical order. Internally, "
+"lowercase characters will be converted to uppercase during the comparison.\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method casecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the character code at position [code]at[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Formats a number to have an exact number of [code]digits[/code] after the "
+"decimal point."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Formats a number to have an exact number of [code]digits[/code] before the "
+"decimal point."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Decode a percent-encoded string. See [method percent_encode]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Percent-encodes a string. Encodes parameters in a URL when sending a HTTP "
+"GET request (and bodies of form-urlencoded POST requests)."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"If the string is a path, this concatenates [code]file[/code] at the end of "
+"the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
+"\"this/is/path\"[/code]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns original string repeated a number of times. The number of "
+"repetitions is given by the argument."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Replaces occurrences of a case-sensitive substring with the given one inside "
+"the string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Replaces occurrences of a case-insensitive substring with the given one "
+"inside the string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-sensitive search for a substring, but starts from the end of "
+"the string instead of the beginning."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Performs a case-insensitive search for a substring, but starts from the end "
+"of the string instead of the beginning."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the right side of the string from a given position."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits the string by a [code]delimiter[/code] string and returns an array of "
+"the substrings, starting from right.\n"
+"The splits in the returned array are sorted in the same order as the "
+"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
+"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
+"from the right up to [code]maxsplit[/code]. The default value of 0 means "
+"that all items are split, thus giving the same result as [method split].\n"
+"Example:\n"
+"[codeblock]\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"print(some_array.size()) # Prints 2\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with characters removed from the right. The "
+"[code]chars[/code] argument is a string specifying the set of characters to "
+"be removed.\n"
+"[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method "
+"trim_suffix] method that will remove a single suffix string rather than a "
+"set of characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-1 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-1 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-256 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the SHA-256 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns a simplified canonical path."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits the string by a [code]delimiter[/code] string and returns an array of "
+"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
+"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
+"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
+"code] means that all items are split.\n"
+"If you need only one element from the array at a specific index, [method "
+"get_slice] is a more performant option.\n"
+"Example:\n"
+"[codeblock]\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.split(\",\", true, 1)\n"
+"print(some_array.size()) # Prints 2\n"
+"print(some_array[0]) # Prints \"One\"\n"
+"print(some_array[1]) # Prints \"Two,Three,Four\"\n"
+"[/codeblock]\n"
+"If you need to split strings with more complex rules, use the [RegEx] class "
+"instead."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Splits the string in floats by using a delimiter string and returns an array "
+"of the substrings.\n"
+"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string stripped of any non-printable character "
+"(including tabulations, spaces and line breaks) at the beginning and the "
+"end. The optional arguments are used to toggle stripping on the left and "
+"right edges respectively."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string stripped of any escape character. These include "
+"all non-printable control characters of the first page of the ASCII table (< "
+"32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/"
+"code] and [code]\\r[/code]) characters, but not spaces."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns part of the string from the position [code]from[/code] with length "
+"[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/"
+"code] will return remaining characters from given position."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts the String (which is a character array) to [PoolByteArray] (which "
+"is an array of bytes). The conversion is faster compared to [method "
+"to_utf8], as this method assumes that all the characters in the String are "
+"ASCII characters."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts a string containing a decimal number into a [code]float[/code]. The "
+"method will stop on the first non-number character except the first [code].[/"
+"code] (decimal point), and [code]e[/code] which is used for exponential.\n"
+"[codeblock]\n"
+"print(\"12.3\".to_float()) # 12.3\n"
+"print(\"1.2.3\".to_float()) # 1.2\n"
+"print(\"12ab3\".to_float()) # 12\n"
+"print(\"1e3\".to_float()) # 1000\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts a string containing an integer number into an [code]int[/code]. The "
+"method will remove any non-number character and stop if it encounters a "
+"[code].[/code].\n"
+"[codeblock]\n"
+"print(\"123\".to_int()) # 123\n"
+"print(\"a1b2c3\".to_int()) # 123\n"
+"print(\"1.2.3\".to_int()) # 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the string converted to lowercase."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid "Returns the string converted to uppercase."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts the String (which is an array of characters) to [PoolByteArray] "
+"(which is an array of bytes). The conversion is a bit slower than [method "
+"to_ascii], but supports all UTF-8 characters. Therefore, you should prefer "
+"this function over [method to_ascii]."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Converts the String (which is an array of characters) to [PoolByteArray] "
+"(which is an array of bytes)."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Removes a given string from the start if it starts with it or leaves the "
+"string unchanged."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Removes a given string from the end if it ends with it or leaves the string "
+"unchanged."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Removes any characters from the string that are prohibited in [Node] names "
+"([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/"
+"code])."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with special characters escaped using the XML "
+"standard."
+msgstr ""
+
+#: doc/classes/String.xml
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings according to the XML standard."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Base class for drawing stylized boxes for the UI."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"StyleBox is [Resource] that provides an abstract base class for drawing "
+"stylized boxes for the UI. StyleBoxes are used for drawing the styles of "
+"buttons, line edit backgrounds, tree backgrounds, etc. and also for testing "
+"a transparency mask for pointer signals. If mask test fails on a StyleBox "
+"assigned as mask to a control, clicks and motion signals will go through it "
+"to the one below.\n"
+"[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], "
+"the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
+"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
+"[code]focus[/code] [StyleBox] more reusable across different nodes."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Returns the size of this [StyleBox] without the margins."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Returns the [CanvasItem] that handles its [constant CanvasItem."
+"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Returns the default value of the specified [enum Margin]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Returns the content margin offset for the specified [enum Margin].\n"
+"Positive values reduce size inwards, unlike [Control]'s margin values."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Returns the minimum size that this stylebox can be shrunk to."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Returns the \"offset\" of a stylebox. This helper function returns a value "
+"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
+"get_margin(MARGIN_TOP))[/code]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"Sets the default value of the specified [enum Margin] to given [code]offset[/"
+"code] in pixels."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid "Test a position in a rectangle, return whether it passes the mask test."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The bottom margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the bottom.\n"
+"If this value is negative, it is ignored and a child-specific margin is used "
+"instead. For example for [StyleBoxFlat] the border thickness (if any) is "
+"used instead.\n"
+"It is up to the code using this style box to decide what these contents are: "
+"for example, a [Button] respects this content margin for the textual "
+"contents of the button.\n"
+"[method get_margin] should be used to fetch this value as consumer instead "
+"of reading these properties directly. This is because it correctly respects "
+"negative values and the fallback mentioned above."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The left margin for the contents of this style box.Increasing this value "
+"reduces the space available to the contents from the left.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The right margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the right.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBox.xml
+msgid ""
+"The top margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the top.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBoxEmpty.xml
+msgid "Empty stylebox (does not display anything)."
+msgstr ""
+
+#: doc/classes/StyleBoxEmpty.xml
+msgid "Empty stylebox (really does not display anything)."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Customizable [StyleBox] with a given set of parameters (no texture required)."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"This [StyleBox] can be used to achieve all kinds of looks without the need "
+"of a texture. The following properties are customizable:\n"
+"- Color\n"
+"- Border width (individual width for each border)\n"
+"- Rounded corners (individual radius for each corner)\n"
+"- Shadow (with blur and offset)\n"
+"Setting corner radius to high values is allowed. As soon as corners overlap, "
+"the stylebox will switch to a relative system. Example:\n"
+"[codeblock]\n"
+"height = 30\n"
+"corner_radius_top_left = 50\n"
+"corner_radius_bottom_left = 100\n"
+"[/codeblock]\n"
+"The relative system now would take the 1:2 ratio of the two left corners to "
+"calculate the actual corner width. Both corners added will [b]never[/b] be "
+"more than the height. Result:\n"
+"[codeblock]\n"
+"corner_radius_top_left: 10\n"
+"corner_radius_bottom_left: 20\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Returns the smallest border width out of all four borders."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Returns the given [code]corner[/code]'s radius. See [enum Corner] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid ""
+"Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
+"Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Sets the border width to [code]width[/code] pixels for the given "
+"[code]margin[/code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Sets the border width to [code]width[/code] pixels for all margins."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Sets the corner radius to [code]radius[/code] pixels for the given "
+"[code]corner[/code]. See [enum Corner] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Sets the corner radius to [code]radius[/code] pixels for all corners."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Sets the corner radius for each corner to [code]radius_top_left[/code], "
+"[code]radius_top_right[/code], [code]radius_bottom_right[/code], and "
+"[code]radius_bottom_left[/code] pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid ""
+"Sets the expand margin to [code]size[/code] pixels for the given "
+"[code]margin[/code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid "Sets the expand margin to [code]size[/code] pixels for all margins."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
+msgid ""
+"Sets the expand margin for each margin to [code]size_left[/code], "
+"[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] "
+"pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Antialiasing draws a small ring around the edges, which fades to "
+"transparency. As a result, edges look much smoother. This is only noticeable "
+"when using rounded corners or [member skew].\n"
+"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
+"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
+"[code]false[/code] to ensure crisp visuals and avoid possible visual "
+"glitches."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"This changes the size of the faded ring. Higher values can be used to "
+"achieve a \"blurry\" effect."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "The background color of the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "If [code]true[/code], the border will fade into the background color."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Sets the color of the border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the bottom border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the left border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the right border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Border width for the top border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"This sets the number of vertices used for each corner. Higher values result "
+"in rounder corners but take more processing power to compute. When choosing "
+"a value, you should take the corner radius ([method set_corner_radius_all]) "
+"into account.\n"
+"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
+"enough. For corner radii less than 30, values between [code]8[/code] and "
+"[code]12[/code] should be enough.\n"
+"A corner detail of [code]1[/code] will result in chamfered corners instead "
+"of rounded corners, which is useful for some artistic effects."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The bottom-left corner's radius. If [code]0[/code], the corner is not "
+"rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The bottom-right corner's radius. If [code]0[/code], the corner is not "
+"rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "Toggles drawing of the inner part of the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the bottom edge. Useful "
+"in combination with [member border_width_bottom] to draw a border outside "
+"the control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the left edge. Useful in "
+"combination with [member border_width_left] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the right edge. Useful "
+"in combination with [member border_width_right] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"Expands the stylebox outside of the control rect on the top edge. Useful in "
+"combination with [member border_width_top] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The color of the shadow. This has no effect if [member shadow_size] is lower "
+"than 1."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"The shadow offset in pixels. Adjusts the position of the shadow relatively "
+"to the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid "The shadow size in pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left "
+"(X axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable "
+"area for [Control]s."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid "[StyleBox] that displays a single line."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"[StyleBox] that displays a single line of a given color and thickness. It "
+"can be used to draw things like separators."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid "The line's color."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"The number of pixels the line will extend before the [StyleBoxLine]'s "
+"bounds. If set to a negative value, the line will begin inside the "
+"[StyleBoxLine]'s bounds."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
+"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
+"bounds."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid "The line's thickness in pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml
+msgid ""
+"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
+"line will be horizontal."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "Texture-based nine-patch [StyleBox]."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
+"This stylebox performs a 3×3 scaling of a texture, where only the center "
+"cell is fully stretched. This makes it possible to design bordered styles "
+"regardless of the stylebox's size."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Returns the size of the given [code]margin[/code]. See [enum Margin] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Sets the margin to [code]size[/code] pixels for the given [code]margin[/"
+"code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled horizontally. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled vertically. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"If [code]true[/code], the nine-patch texture's center tile will be drawn."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the bottom margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the left margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the right margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Expands the top margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the bottom margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the bottom border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_bottom] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the left margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the left border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_left] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the right margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the right border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_right] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Increases the top margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the top border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_top] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "Modulates the color of the texture when this style box is drawn."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"The normal map to use when drawing this style box.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Species a sub-region of the texture to use.\n"
+"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
+"the same region."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "The texture to use when drawing this style box."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid "Emitted when the stylebox's texture is changed."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Stretch the stylebox's texture. This results in visible distortion unless "
+"the texture size matches the stylebox's size perfectly."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
+"be slightly stretched to make the nine-patch texture tile seamlessly."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Helper tool to create geometry."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"The [SurfaceTool] is used to construct a [Mesh] by specifying vertex "
+"attributes individually. It can be used to construct a [Mesh] from a script. "
+"All properties except indices need to be added before calling [method "
+"add_vertex]. For example, to add vertex colors and UVs:\n"
+"[codeblock]\n"
+"var st = SurfaceTool.new()\n"
+"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
+"st.add_color(Color(1, 0, 0))\n"
+"st.add_uv(Vector2(0, 0))\n"
+"st.add_vertex(Vector3(0, 0, 0))\n"
+"[/codeblock]\n"
+"The above [SurfaceTool] now contains one vertex of a triangle which has a UV "
+"coordinate and a specified [Color]. If another vertex were added without "
+"calling [method add_uv] or [method add_color], then the last values would be "
+"used.\n"
+"Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. "
+"Failure to do so will result in an error when committing the vertex "
+"information to a mesh.\n"
+"Additionally, the attributes used before the first vertex is added determine "
+"the format of the mesh. For example, if you only add UVs to the first "
+"vertex, you cannot add color to any of the subsequent vertices.\n"
+"See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/"
+"code] must contain 4 integers."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all.\n"
+"[b]Note:[/b] The material must have [member SpatialMaterial."
+"vertex_color_use_as_albedo] enabled for the vertex color to be visible."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Adds an index to index array if you are using indexed vertices. Does not "
+"need to be called before adding vertices."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies whether the current vertex (if using only vertex arrays) or "
+"current index (if also using index arrays) should use smooth normals for "
+"normal calculation."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
+"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If "
+"every vertex needs to have this information set and you fail to submit it "
+"for the first vertex, this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies an optional second set of UV coordinates to use for the [i]next[/"
+"i] vertex. If every vertex needs to have this information set and you fail "
+"to submit it for the first vertex, this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies the position of current vertex. Should be called after specifying "
+"other vertex properties (e.g. Color, UV)."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/"
+"code] must contain 4 values. If every vertex needs to have this information "
+"set and you fail to submit it for the first vertex, this information may not "
+"be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Append vertices from a given [Mesh] surface onto the current vertex array "
+"with specified [Transform].\n"
+"[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the "
+"GPU must communicate data back to the CPU, while also causing the main "
+"thread to stall (as OpenGL is not thread-safe). Consider requesting a copy "
+"of the mesh, converting it to an [ArrayMesh] and adding vertices manually "
+"instead."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Called before adding any vertices. Takes the primitive type as an argument "
+"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Clear all information passed into the surface tool so far."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Returns a constructed [ArrayMesh] from current information passed in. If an "
+"existing [ArrayMesh] is passed in as an argument, will add an extra surface "
+"to the existing [ArrayMesh].\n"
+"Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is "
+"enabled. If compression is disabled the default flag is [constant Mesh."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] "
+"constants in [enum Mesh.ArrayFormat] for other flags."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Commits the data to the same format used by [method ArrayMesh."
+"add_surface_from_arrays]. This way you can further process the mesh data "
+"using the [ArrayMesh] API."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Creates a vertex array from an existing [Mesh]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Creates a vertex array from the specified blend shape of an existing [Mesh]. "
+"This can be used to extract a specific pose from a blend shape."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Removes the index array by expanding the vertex array."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Generates normals from vertices so you do not have to do it manually. If "
+"[code]flip[/code] is [code]true[/code], the resulting normals will be "
+"inverted. [method generate_normals] should be called [i]after[/i] generating "
+"geometry and [i]before[/i] committing the mesh using [method commit] or "
+"[method commit_to_arrays]. For correct display of normal-mapped surfaces, "
+"you will also have to generate tangents using [method generate_tangents].\n"
+"[b]Note:[/b] [method generate_normals] only works if the primitive type to "
+"be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Generates a tangent vector for each vertex. Requires that each vertex have "
+"UVs and normals set already (see [method generate_normals])."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid ""
+"Shrinks the vertex array by creating an index array. This can improve "
+"performance by avoiding vertex reuse."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml
+msgid "Sets [Material] to be used by the [Mesh] you are constructing."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Tabbed container."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Arranges [Control] children into a tabbed view, creating a tab for each one. "
+"The active tab's corresponding [Control] has its [code]visible[/code] "
+"property set to [code]true[/code], and all other children's to [code]false[/"
+"code].\n"
+"Ignores non-[Control] children.\n"
+"[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this "
+"node. Adding [Tabs] as children is not needed."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Returns the child [Control] node located at the active tab index."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns the [Popup] node instance if one has been set already with [method "
+"set_popup].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Returns the previously active tab index."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Returns the number of tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is "
+"disabled."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Returns the [Texture] for the tab at index [code]tab_idx[/code] or "
+"[code]null[/code] if the tab has no [Texture]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns the index of the tab at local coordinates [code]point[/code]. "
+"Returns [code]-1[/code] if the point is outside the control boundaries or if "
+"there's no tab at the queried position."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Returns the title of the tab at index [code]tab_idx[/code]. Tab titles "
+"default to the name of the indexed child node, but this can be overridden "
+"with [method set_tab_title]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Returns the [TabContainer] rearrange group id."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If set on a [Popup] node instance, a popup menu icon appears in the top-"
+"right corner of the [TabContainer]. Clicking it will expand the [Popup] node."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"If [code]disabled[/code] is [code]true[/code], disables the tab at index "
+"[code]tab_idx[/code], making it non-interactable."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]hidden[/code] is [code]true[/code], hides the tab at index "
+"[code]tab_idx[/code], making it disappear from the tab area."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Sets an icon for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default "
+"to the name of the indexed child node."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Defines rearrange group id, choose for each [TabContainer] the same value to "
+"enable tab drag between [TabContainer]. Enable drag with [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]true[/code], all tabs are drawn in front of the panel. If "
+"[code]false[/code], inactive tabs are drawn behind the panel."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"The current tab index. When set, this index's [Control] node's "
+"[code]visible[/code] property is set to [code]true[/code] and all others are "
+"set to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"The alignment of all tabs in the tab container. See the [enum TabAlign] "
+"constants for details."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
+"and titles are hidden."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"If [code]true[/code], children [Control] nodes that are hidden have their "
+"minimum size take into account in the total, instead of only the currently "
+"visible one."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
+"set_popup] for details."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Emitted when switching to another tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Emitted when a tab is selected, even if it is the current tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Align the tabs to the left."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Align the tabs to the center."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Align the tabs to the right."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Font color of inactive tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Font color of disabled tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "Font color of the currently selected tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "Horizontal separation between tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The space at the left and right edges of the tab bar."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "The font used to draw tab names."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the first tab "
+"is visible), it appears semi-transparent."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the last tab "
+"is visible) it appears semi-transparent."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The icon for the menu button (see [method set_popup])."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid ""
+"The icon for the menu button (see [method set_popup]) when it's being "
+"hovered with the cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The style for the background fill."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The style of inactive tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml
+msgid "The style of disabled tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
+msgid "The style of the currently selected tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Tabs control."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Simple tabs control, similar to [TabContainer] but is only in charge of "
+"drawing tabs, not interacting with children."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Adds a new tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Moves the scroll view to make the tab visible."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Returns [code]true[/code] if the offset buttons (the ones that appear when "
+"there's not enough space for all tabs) are visible."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns [code]true[/code] if select with right mouse button is enabled."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns the number of hidden tabs offsetted to the left."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns tab [Rect2] with local position and size."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns the title of the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Returns the [Tabs]' rearrange group ID."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Moves a tab from [code]from[/code] to [code]to[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Removes the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"If [code]true[/code], enables selecting a tab with the right mouse button."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Defines the rearrange group ID. Choose for each [Tabs] the same value to "
+"dragging tabs between [Tabs]. Enable drag with [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Select tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
+"scroll view."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The alignment of all tabs. See [enum TabAlign] for details."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Sets when the close button will appear on the tabs. See [enum "
+"CloseButtonDisplayPolicy] for details."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Emitted when the active tab is rearranged via mouse drag. See [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Emitted when a tab is clicked, even if it is the current tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Emitted when a tab is closed."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Emitted when a tab is hovered by the mouse."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Represents the size of the [enum TabAlign] enum."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Never show the close buttons."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Only show the close button on the currently active tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Show the close button on all tabs."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The horizontal separation between the tabs."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The icon for the close button (see [member tab_close_display_policy])."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Background of the close button when it's being hovered with the cursor."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "Background of the close button when it's being pressed."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The style of an inactive tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml
+msgid "The style of a disabled tab"
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid "A TCP server."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
+"when it gets an incoming connection."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid "Returns [code]true[/code] if a connection is available for taking."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"Returns [code]true[/code] if the server is currently listening for "
+"connections."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"Listen on the [code]port[/code] binding to [code]bind_address[/code].\n"
+"If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the "
+"server will listen on all available addresses (both IPv4 and IPv6).\n"
+"If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) "
+"or [code]\"::\"[/code] (for IPv6), the server will listen on all available "
+"addresses matching that IP type.\n"
+"If [code]bind_address[/code] is set to any valid address (e.g. "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
+"only listen on the interface with that addresses (or fail if no interface "
+"with the given address exists)."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid "Stops listening."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml
+msgid ""
+"If a connection is available, returns a StreamPeerTCP with the connection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Multiline text editing control."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"TextEdit is meant for editing large, multiline text. It also has facilities "
+"for editing code, such as syntax highlighting support and multiple levels of "
+"undo/redo.\n"
+"[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel "
+"will scroll 5 times as fast as it would normally do. This also works in the "
+"Godot script editor."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Adds color region (given the delimiters) and its colors."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Adds a [code]keyword[/code] and its [Color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns if the given line is foldable, that is, it has indented lines right "
+"below it."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Centers the viewport on the line the editing cursor is at. This also resets "
+"the [member scroll_horizontal] value to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Clears all custom syntax coloring information previously added with [method "
+"add_color_region] or [method add_keyword_color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Clears the undo history."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Copy's the current text selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the column the editing cursor is at."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the line the editing cursor is at."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Moves the cursor at the specified [code]column[/code] index.\n"
+"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
+"will center at the cursor position after the move occurs."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Moves the cursor at the specified [code]line[/code] index.\n"
+"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
+"will center at the cursor position after the move occurs.\n"
+"If [code]can_be_hidden[/code] is set to [code]true[/code], the specified "
+"[code]line[/code] can be hidden using [method set_line_as_hidden]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Cut's the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Deselects the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Folds all lines that are possible to be folded (see [method can_fold])."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Folds the given line, if possible (see [method can_fold])."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns an array containing the line number of each breakpoint."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the [Color] of the specified [code]keyword[/code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the text of a specific line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the line and column at the given position. In the returned vector, "
+"[code]x[/code] is the column, [code]y[/code] is the line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the amount of total lines in the text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the height of a largest line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/"
+"code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the number of times the given line is wrapped."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns an array of [String]s representing each wrapped index."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
+"displayed when right-clicking on the [TextEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the local position for the given [code]line[/code] and [code]column[/"
+"code]. If [code]x[/code] or [code]y[/code] of the returned vector equal "
+"[code]-1[/code], the position is outside of the viewable area of the "
+"control.\n"
+"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
+"[method get_rect_at_line_column] to get the top side position."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns the local position and size for the grapheme at the given "
+"[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/"
+"code] position of the returned rect equal [code]-1[/code], the position is "
+"outside of the viewable area of the control.\n"
+"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
+"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
+"side."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the selection begin line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the text inside the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the selection end line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the total width of all gutters and internal padding."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the total amount of lines that could be drawn."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns the number of visible lines, including wrapped text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns a [String] text with the word under the caret (text cursor) location."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the specified [code]keyword[/code] has a color set to it or "
+"not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
+msgid "Returns [code]true[/code] if a \"redo\" action is available."
+msgstr ""
+
+#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
+msgid "Returns [code]true[/code] if an \"undo\" action is available."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Insert the specified text at the cursor position."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns whether the line at the specified index is folded or not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns whether the line at the specified index is hidden or not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] has a "
+"breakpoint."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
+"safe."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns if the given line is wrapped."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Returns whether the mouse is over selection. If [code]edges[/code] is "
+"[code]true[/code], the edges are considered part of the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Returns [code]true[/code] if the selection is active."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Triggers a right-click menu action by the specified index. See [enum "
+"MenuItems] for a list of available indexes."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Paste the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Perform redo operation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Removes all the breakpoints. This will not fire the [signal "
+"breakpoint_toggled] signal."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Perform a search inside the text. Search flags can be specified in the [enum "
+"SearchFlags] enum.\n"
+"Returns an empty [code]PoolIntArray[/code] if no result was found. "
+"Otherwise, the result line and column can be accessed at indices specified "
+"in the [enum SearchResult] enum, e.g:\n"
+"[codeblock]\n"
+"var result = search(key, flags, line, column)\n"
+"if result.size() > 0:\n"
+" # Result found.\n"
+" var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n"
+" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Perform selection, from line/column to line/column.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Select all the text.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the text for a specific line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
+"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
+"Bookmarks are shown in the [member breakpoint_gutter]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown "
+"in the [member breakpoint_gutter]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], hides the line of the specified index."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], marks the [code]line[/code] as safe.\n"
+"This will show the line number with the color provided in the "
+"[code]safe_line_number_color[/code] theme property."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Toggle the folding of the code block at the given line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Perform undo operation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Unfolds the given line, if folded."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Unhide all lines that were previously set to hidden by [method "
+"set_line_as_hidden]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the bookmark gutter is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the breakpoint gutter is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the caret displays as a rectangle.\n"
+"If [code]false[/code], the caret displays as a bar."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], a right-click moves the cursor at the mouse position "
+"before displaying the context menu.\n"
+"If [code]false[/code], the context menu disregards mouse location."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], a right-click displays the context menu."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the \"space\" character will have a visible "
+"representation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the \"tab\" character will have a visible "
+"representation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], the fold gutter is visible. This enables folding "
+"groups of indented lines."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], all lines that have been set to hidden by [method "
+"set_line_as_hidden], will not be visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], all occurrences of the selected text will be "
+"highlighted."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], the line containing the cursor is highlighted."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], a minimap is shown, providing an outline of your "
+"source code."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "The width, in pixels, of the minimap."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], custom [code]font_color_selected[/code] will be used "
+"for selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], read-only mode is enabled. Existing text cannot be "
+"modified and new text cannot be added."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If there is a horizontal scrollbar, this determines the current horizontal "
+"scroll value in pixels."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If there is a vertical scrollbar, this determines the current vertical "
+"scroll value in line numbers, starting at 0 for the top line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], text can be selected.\n"
+"If [code]false[/code], text can not be selected by the user or by the "
+"[method select] or [method select_all] methods."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], shortcut keys for context menu items are enabled, even "
+"if the context menu is disabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], line numbers are displayed to the left of the text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], sets the [code]step[/code] of the scrollbars to "
+"[code]0.25[/code] which results in smoother scrolling."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], any custom color properties that have been set for "
+"this [TextEdit] will be visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "String value of the [TextEdit]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Vertical scroll sensitivity."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"If [code]true[/code], enables text wrapping when it goes beyond the edge of "
+"what is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Emitted when the cursor changes."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Emitted when the info icon is clicked."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Match case when searching."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Match whole words when searching."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Search from end to beginning."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Used to access the result column from [method search]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Used to access the result line from [method search]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Pastes the clipboard text over the selected text (or at the cursor's "
+"position)."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Erases the whole [TextEdit] text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Selects the whole [TextEdit] text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Redoes the previous action."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] "
+"has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to "
+"be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be "
+"enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the font [Color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the selected text. [member override_selected_font_color] "
+"has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [Color] of the line numbers. [member show_line_numbers] has to be "
+"enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the [Color] of marked text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the highlight [Color] of text selections."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the highlight [Color] of multiple occurrences. [member "
+"highlight_all_occurrences] has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the spacing between the lines."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the default [Font]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets a custom [Texture] for tab text characters."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid "Sets the [StyleBox] of this [TextEdit]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml
+msgid ""
+"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges "
+"and 10% for the inner edges."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "[Font] used for the [TextMesh]'s text."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid ""
+"Controls the text's horizontal alignment. Supports left, center and right. "
+"Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr ""
+
+#: doc/classes/TextMesh.xml
+msgid "The text to generate mesh from."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Texture for 2D and 3D."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"A texture works by registering an image in the video hardware, which then "
+"can be used in 3D models or 2D [Sprite] or GUI [Control].\n"
+"Textures are often created by loading them from a file. See [method "
+"@GDScript.load].\n"
+"[Texture] is a base for other resources. It cannot be used directly.\n"
+"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
+"hardware limitations. Larger textures may fail to import."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Draws the texture using a [CanvasItem] with the [VisualServer] API at the "
+"specified [code]position[/code]. Equivalent to [method VisualServer."
+"canvas_item_add_texture_rect] with a rect at [code]position[/code] and the "
+"size of this [Texture]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
+"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
+"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
+"be accessed and manipulated directly."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns the texture height."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns the texture size."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns the texture width."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"The texture's [enum Flags]. [enum Flags] are used to set various properties "
+"of the [Texture]."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
+"FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid ""
+"Generates mipmaps, which are smaller versions of the same texture to use "
+"when zoomed out, keeping the aspect ratio."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Repeats the texture (instead of clamp to edge).\n"
+"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
+"repetition."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/TextureLayered.xml
+#: doc/classes/VisualServer.xml
+msgid ""
+"Uses anisotropic mipmap filtering. Generates smaller versions of the same "
+"texture with different aspect ratios.\n"
+"This results in better-looking textures when viewed from oblique angles."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid "Converts the texture to the sRGB color space."
+msgstr ""
+
+#: doc/classes/Texture.xml
+msgid ""
+"Repeats the texture with alternate sections mirrored.\n"
+"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
+"repetition."
+msgstr ""
+
+#: doc/classes/Texture.xml doc/classes/VisualServer.xml
+msgid "Texture is a video surface."
+msgstr ""
+
+#: doc/classes/Texture3D.xml
+msgid "Texture with 3 dimensions."
+msgstr ""
+
+#: doc/classes/Texture3D.xml
+msgid ""
+"Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. "
+"See also [TextureArray].\n"
+"[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 "
+"backend. In GLES2, their data can be accessed via scripting, but there is no "
+"way to render them in a hardware-accelerated manner."
+msgstr ""
+
+#: doc/classes/Texture3D.xml
+msgid ""
+"Creates the Texture3D with specified [code]width[/code], [code]height[/"
+"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
+"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
+"code] options."
+msgstr ""
+
+#: doc/classes/TextureArray.xml
+msgid "Array of textures stored in a single primitive."
+msgstr ""
+
+#: doc/classes/TextureArray.xml
+msgid ""
+"[TextureArray]s store an array of [Image]s in a single [Texture] primitive. "
+"Each layer of the texture array has its own mipmap chain. This makes it is a "
+"good alternative to texture atlases. See also [Texture3D].\n"
+"[TextureArray]s must be displayed using shaders. After importing your file "
+"as a [TextureArray] and setting the appropriate Horizontal and Vertical "
+"Slices, display it by setting it as a uniform to a shader, for example "
+"(2D):\n"
+"[codeblock]\n"
+"shader_type canvas_item;\n"
+"\n"
+"uniform sampler2DArray tex;\n"
+"uniform int index;\n"
+"\n"
+"void fragment() {\n"
+" COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
+"}\n"
+"[/codeblock]\n"
+"Set the integer uniform \"index\" to show a particular part of the texture "
+"as defined by the Horizontal and Vertical Slices in the importer.\n"
+"[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the "
+"sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to "
+"prevent colors from looking washed out:\n"
+"[codeblock]\n"
+"shader_type spatial;\n"
+"\n"
+"uniform sampler2DArray tex : hint_albedo;\n"
+"uniform int index;\n"
+"\n"
+"void fragment() {\n"
+" ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 "
+"backend. In GLES2, their data can be accessed via scripting, but there is no "
+"way to render them in a hardware-accelerated manner."
+msgstr ""
+
+#: doc/classes/TextureArray.xml
+msgid ""
+"Creates the TextureArray with specified [code]width[/code], [code]height[/"
+"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
+"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
+"code] options."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"[TextureButton] has the same functionality as [Button], except it uses "
+"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
+"doesn't support localization like more complex [Control]s.\n"
+"The \"normal\" state must contain a texture ([member texture_normal]); other "
+"textures are optional.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"If [code]true[/code], the texture stretches to the edges of the node's "
+"bounding rectangle using the [member stretch_mode]. If [code]false[/code], "
+"the texture will not scale with the node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Controls the texture's behavior when you resize the node's bounding "
+"rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to "
+"one of the [enum StretchMode] constants. See the constants to learn more."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Pure black and white [BitMap] image to use for click detection. On the mask, "
+"white pixels represent the button's clickable area. Use it to create buttons "
+"with curved shapes."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture to display when the node is disabled. See [member BaseButton."
+"disabled]."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid "Texture to display when the node has mouse or keyboard focus."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid "Texture to display when the mouse hovers the node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture to display by default, when the node is [b]not[/b] in the disabled, "
+"focused, hover or pressed state."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Texture to display on mouse down over the node, if the node has keyboard "
+"focus and the player presses the Enter key or if the player presses the "
+"[member BaseButton.shortcut] key."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid "Scale to fit the node's bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid "Tile inside the node's bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"The texture keeps its original size and stays in the bounding rectangle's "
+"top-left corner."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"The texture keeps its original size and stays centered in the node's "
+"bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, but maintain the "
+"texture's aspect ratio."
+msgstr ""
+
+#: doc/classes/TextureButton.xml
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it, and "
+"maintain its aspect ratio."
+msgstr ""
+
+#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
+msgid ""
+"Scale the texture so that the shorter side fits the bounding rectangle. The "
+"other side clips to the node's limits."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Base class for 3D texture types."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but "
+"contains all the functions necessary for accessing and using [Texture3D] and "
+"[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the "
+"layer specifies the depth or Z-index, they can be treated as a bunch of 2D "
+"slices. Similarly, for [TextureArray]s, the layer specifies the array layer."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the depth of the texture. Depth is the 3rd dimension (typically Z-"
+"axis)."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the current format being used by this texture. See [enum Image."
+"Format] for details."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the height of the texture. Height is typically represented by the Y-"
+"axis."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns an [Image] resource with the data from specified [code]layer[/code]."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Returns the width of the texture. Width is typically represented by the X-"
+"axis."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Partially sets the data for a specified [code]layer[/code] by overwriting "
+"using the data of the specified [code]image[/code]. [code]x_offset[/code] "
+"and [code]y_offset[/code] determine where the [Image] is \"stamped\" over "
+"the texture. The [code]image[/code] must fit within the texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Sets the data for the specified layer. Data takes the form of a 2-"
+"dimensional [Image] resource."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Returns a dictionary with all the data used by this texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Specifies which [enum Flags] apply to this texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant "
+"FLAG_REPEAT] and [constant FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Texture will generate mipmaps on creation."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid "Texture will repeat when UV used is outside the 0-1 range."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml
+msgid ""
+"Use filtering when reading from texture. Filtering smooths out pixels. "
+"Turning filtering off is slightly faster and more appropriate when you need "
+"access to individual pixels."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Texture-based progress bar. Useful for loading screens and life or stamina "
+"bars."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"TextureProgress works like [ProgressBar], but uses up to 3 textures instead "
+"of Godot's [Theme] resource. It can be used to create horizontal, vertical "
+"and radial progress bars."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The fill direction. See [enum FillMode] for possible values."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"If [code]true[/code], Godot treats the bar's textures like in "
+"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
+"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
+"using a radial [member fill_mode], this setting will enable stretching."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Offsets [member texture_progress] if [member fill_mode] is [constant "
+"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
+"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
+"node's [code]value[/code] is equal to its [code]max_value[/code], the "
+"texture fills up to this angle.\n"
+"See [member Range.value], [member Range.max_value]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Starting angle for the fill of [member texture_progress] if [member "
+"fill_mode] is [constant FILL_CLOCKWISE] or [constant "
+"FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its "
+"[code]min_value[/code], the texture doesn't show up at all. When the "
+"[code]value[/code] increases, the texture fills and tends towards [member "
+"radial_fill_degrees]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
+"bottom corners and side will have a height of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The width of the 9-patch's left column."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The width of the 9-patch's right column."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The height of the 9-patch's top row."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"[Texture] that draws over the progress bar. Use it to add highlights or an "
+"upper-frame that hides part of [member texture_progress]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"[Texture] that clips based on the node's [code]value[/code] and [member "
+"fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
+"entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
+"show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
+"The [code]value[/code] property comes from [Range]. See [member Range."
+"value], [member Range.min_value], [member Range.max_value]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The offset of [member texture_progress]. Useful for [member texture_over] "
+"and [member texture_under] with fancy borders, to avoid transparent margins "
+"in your progress texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "[Texture] that draws under the progress bar. The bar's background."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Multiplies the color of the bar's [code]texture_over[/code] texture. The "
+"effect is similar to [member CanvasItem.modulate], except it only affects "
+"this specific texture instead of the entire node."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Multiplies the color of the bar's [code]texture_progress[/code] texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "Multiplies the color of the bar's [code]texture_under[/code] texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from left to right."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from right to left."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from top to bottom."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid "The [member texture_progress] fills from bottom to top."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
+"and [member radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"counterclockwise. See [member radial_center_offset], [member "
+"radial_initial_angle] and [member radial_fill_degrees] to control the way "
+"the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the left and the right."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the top and the bottom."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"radially from the center, expanding both clockwise and counterclockwise. See "
+"[member radial_center_offset], [member radial_initial_angle] and [member "
+"radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid "Control for drawing textures."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Used to draw icons and sprites in a user interface. The texture's placement "
+"can be controlled with the [member stretch_mode] property. It can scale, "
+"tile, or stay centered inside its bounding rectangle.\n"
+"[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to "
+"display a [ViewportTexture]. Alternatively, you can enable [member Viewport."
+"render_target_v_flip] on the Viewport. Otherwise, the image will appear "
+"upside down."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid "If [code]true[/code], the texture scales to fit its bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Controls the texture's behavior when resizing the node's bounding rectangle. "
+"See [enum StretchMode]."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid "The node's [Texture] resource."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Scale to fit the node's bounding rectangle, only if [code]expand[/code] is "
+"[code]true[/code]. Default [code]stretch_mode[/code], for backwards "
+"compatibility. Until you set [code]expand[/code] to [code]true[/code], the "
+"texture will behave like [constant STRETCH_KEEP]."
+msgstr ""
+
+#: doc/classes/TextureRect.xml
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it and "
+"maintain its aspect ratio."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme for controls."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"A theme for skinning controls. Controls can be skinned individually, but for "
+"complex applications, it's more practical to just create a global theme that "
+"defines everything. This theme can be applied to any [Control]; the Control "
+"and its children will automatically use it.\n"
+"Theme resources can alternatively be loaded by writing them in a [code]."
+"theme[/code] file, see the documentation for more information."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Clears all values on the theme."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
+"theme has [code]theme_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
+"See [method set_type_variation]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Sets the theme's values to a copy of the default theme values."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Sets the theme's values to a copy of a given theme."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Color] types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_color] and/or [method get_color_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the constants as a [PoolStringArray] filled with each constant's "
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the constant types as a [PoolStringArray] filled with unique "
+"type names, for use in [method get_constant] and/or [method "
+"get_constant_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
+"code]. If such item does not exist and [member default_font] is set on the "
+"theme, the default font will be returned."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [Font] types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_font] and/or [method get_font_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the icon [Texture] at [code]name[/code] if the theme has "
+"[code]theme_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the icon types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_icon] and/or [method get_icon_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the [StyleBox] at [code]name[/code] if the theme has "
+"[code]theme_type[/code].\n"
+"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
+"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the [StyleBox] types as a [PoolStringArray] filled with unique "
+"type names, for use in [method get_stylebox] and/or [method "
+"get_stylebox_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
+"theme has [code]theme_type[/code].\n"
+"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
+"using [method get_theme_item_types] or a data type specific method."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
+"filled with each theme items's name, for use in [method get_theme_item] or a "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_theme_item_types] or a data type specific method."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the theme items of [code]data_type[/code] types as a "
+"[PoolStringArray] filled with unique type names, for use in [method "
+"get_theme_item], [method get_theme_item_list] or data type specific methods."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns all the theme types as a [PoolStringArray] filled with unique type "
+"names, for use in other [code]get_*[/code] functions of this theme.\n"
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
+"future version."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns the name of the base theme type if [code]theme_type[/code] is a "
+"valid variation type. Returns an empty string otherwise."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns a list of all type variations for the given [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if constant with [code]name[/code] is in "
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if this theme has a valid [member default_font] "
+"value."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
+"variation of [code]base_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Adds missing and overrides existing definitions with values from the "
+"[code]other[/code] [Theme].\n"
+"[b]Note:[/b] This modifies the current theme. If you want to merge two "
+"themes together without modifying either one, create a new empty theme and "
+"merge the other two into it one after another."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
+"method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
+"code] is already taken, this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
+"[code]name[/code] in [code]theme_type[/code].\n"
+"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
+"code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
+"This adds [code]theme_type[/code] as a suggested option for [member Control."
+"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
+"class.\n"
+"Variations can also be nested, i.e. [code]base_type[/code] can be another "
+"variation. If a chain of variations ends with a [code]base_type[/code] "
+"matching the class of the [Control], the whole chain is going to be "
+"suggested as options.\n"
+"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
+"project default theme. See [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid ""
+"The default font of this [Theme] resource. Used as a fallback value for font "
+"items defined in this theme, but having invalid values. If this value is "
+"also invalid, the global default value is used.\n"
+"Use [method has_default_font] to check if this value is valid."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's [Color] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's constant item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's [Font] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's icon [Texture] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Theme's [StyleBox] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml
+msgid "Maximum value for the DataType enum."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A unit of execution in a process."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"A unit of execution in a process. Can run methods on [Object]s "
+"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
+"advised if working with shared objects.\n"
+"[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. "
+"This is a current limitation of the GDScript debugger."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "Using multiple threads"
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "Thread-safe APIs"
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Returns the current [Thread]'s ID, uniquely identifying it among all "
+"threads. If the [Thread] is not running this returns an empty string."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Returns [code]true[/code] if this [Thread] has been started. Once started, "
+"this will return [code]true[/code] until it is joined using [method "
+"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
+"[method is_alive]."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Returns [code]true[/code] if this [Thread] is currently running. This is "
+"useful for determining if [method wait_to_finish] can be called without "
+"blocking the calling thread.\n"
+"To check if a [Thread] is joinable, use [method is_active]."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Starts a new [Thread] that runs [code]method[/code] on object "
+"[code]instance[/code] with [code]userdata[/code] passed as an argument. Even "
+"if no userdata is passed, [code]method[/code] must accept one argument and "
+"it will be null. The [code]priority[/code] of the [Thread] can be changed by "
+"passing a value from the [enum Priority] enum.\n"
+"Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid ""
+"Joins the [Thread] and waits for it to finish. Returns the output of the "
+"method passed to [method start].\n"
+"Should either be used when you want to retrieve the value returned from the "
+"method called by the [Thread] or before freeing the instance that contains "
+"the [Thread].\n"
+"To determine if this can be called without blocking the calling thread, "
+"check if [method is_alive] is [code]false[/code].\n"
+"[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you "
+"want to use it again you will have to create a new instance of it."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A thread running with lower priority than normally."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A thread with a standard priority."
+msgstr ""
+
+#: doc/classes/Thread.xml
+msgid "A thread running with higher priority than normally."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Node for 2D tile-based maps."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list "
+"of tiles (textures plus optional collision, navigation, and/or occluder "
+"shapes) which are used to create grid-based maps.\n"
+"When doing physics queries against the tilemap, the cell coordinates are "
+"encoded as [code]metadata[/code] for each detected collision shape returned "
+"by methods such as [method Physics2DDirectSpaceState.intersect_shape], "
+"[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc."
+msgstr ""
+
+#: doc/classes/TileMap.xml doc/classes/TileSet.xml
+msgid "Using Tilemaps"
+msgstr ""
+
+#: doc/classes/TileMap.xml doc/classes/TileSet.xml
+msgid "2D Hexagonal Demo"
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Clears all cells."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Clears cells that do not exist in the tileset."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the tile index of the given cell. If no tile exists in the cell, "
+"returns [constant INVALID_CELL]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the coordinate (subtile column and row) of the autotile variation in "
+"the tileset. Returns a zero vector if the cell doesn't have autotiling."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the tile index of the cell given by a Vector2. If no tile exists in "
+"the cell, returns [constant INVALID_CELL]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given collision layer bit is set."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given collision mask bit is set."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns a [Vector2] array with the positions of all cells containing a tile "
+"from the tileset (i.e. a tile index different from [code]-1[/code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns an array of all cells with the given tile index specified in "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
+"axes are swapped."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the local position of the top left corner of the cell corresponding "
+"to the given tilemap (grid-based) coordinates.\n"
+"To get the global position, use [method Node2D.to_global]:\n"
+"[codeblock]\n"
+"var local_position = my_tilemap.map_to_world(map_position)\n"
+"var global_position = my_tilemap.to_global(local_position)\n"
+"[/codeblock]\n"
+"Optionally, the tilemap's half offset can be ignored."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Sets the tile index for the given cell.\n"
+"An index of [code]-1[/code] clears the cell.\n"
+"Optionally, the tile can also be flipped, transposed, or given autotile "
+"coordinates. The autotile coordinate refers to the column and row of the "
+"subtile.\n"
+"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
+"immediately updated for performance reasons.\n"
+"If you need these to be immediately updated, you can call [method "
+"update_dirty_quadrants].\n"
+"Overriding this method also overrides it internally, allowing custom logic "
+"to be implemented when tiles are placed/removed:\n"
+"[codeblock]\n"
+"func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, "
+"autotile_coord=Vector2()):\n"
+" # Write your custom logic here.\n"
+" # To call the default method:\n"
+" .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Sets the tile index for the cell given by a Vector2.\n"
+"An index of [code]-1[/code] clears the cell.\n"
+"Optionally, the tile can also be flipped, transposed, or given autotile "
+"coordinates. The autotile coordinate refers to the column and row of the "
+"subtile.\n"
+"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
+"immediately updated for performance reasons.\n"
+"If you need these to be immediately updated, you can call [method "
+"update_dirty_quadrants]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Sets the given collision layer bit."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Sets the given collision mask bit."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Applies autotiling rules to the cell (and its adjacent cells) referenced by "
+"its grid-based X and Y coordinates."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Applies autotiling rules to the cells in the given region (specified by grid-"
+"based X and Y coordinates).\n"
+"Calling with invalid (or missing) parameters applies autotiling rules for "
+"the entire tilemap."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Updates the tile map's quadrants, allowing things such as navigation and "
+"collision shapes to be immediately used if modified."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Returns the tilemap (grid-based) coordinates corresponding to the given "
+"local position.\n"
+"To use this with a global position, first determine the local position with "
+"[method Node2D.to_local]:\n"
+"[codeblock]\n"
+"var local_position = my_tilemap.to_local(global_position)\n"
+"var map_position = my_tilemap.world_to_map(local_position)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], this TileMap bakes a navigation region."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "If [code]true[/code], the cell's UVs will be clipped."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The custom [Transform2D] to be applied to the TileMap's cells."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Amount to offset alternating tiles. See [enum HalfOffset] for possible "
+"values."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
+"this size."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The TileMap's cell size."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Position for tile origin. See [enum TileOrigin] for possible values."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], the TileMap's direct children will be drawn in order "
+"of their Y coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], the textures will be centered in the middle of each "
+"tile. This is useful for certain isometric or top-down modes when textures "
+"are made larger or smaller than the tiles (e.g. to avoid flickering on tile "
+"edges). The offset is still applied, but from the center of the tile. If "
+"used, [member compatibility_mode] is ignored.\n"
+"If [code]false[/code], the texture position start in the top-left corner "
+"unless [member compatibility_mode] is enabled."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Bounce value for static body collisions (see [code]collision_use_kinematic[/"
+"code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"Friction value for static body collisions (see "
+"[code]collision_use_kinematic[/code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], TileMap collisions will be handled as a kinematic "
+"body. If [code]false[/code], collisions will be handled as static body."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], this tilemap's collision shape will be added to the "
+"collision shape of the parent. The parent has to be a [CollisionObject2D]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 "
+"or earlier is maintained (textures move when the tile origin changes and "
+"rotate if the texture size is not homogeneous). This mode presents problems "
+"when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/"
+"code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in "
+"which the texture could not coincide with the collision, thus it is not "
+"recommended for isometric or non-square tiles.\n"
+"If [code]false[/code], the textures do not move when doing [code]flip_h[/"
+"code], [code]flip_v[/code] operations if no offset is used, nor when "
+"changing the tile origin.\n"
+"The compatibility mode doesn't work with the [member centered_textures] "
+"option, because displacing textures with the [member cell_tile_origin] "
+"option or in irregular tiles is not relevant when centering those textures."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The TileMap orientation mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The navigation layers the TileMap generates its navigation regions in."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"The light mask assigned to all light occluders in the TileMap. The TileSet's "
+"light occluders will cast shadows only from Light2D(s) that have the same "
+"light mask(s)."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid ""
+"If [code]true[/code], collision shapes are visible in the editor. Doesn't "
+"affect collision shapes visibility at runtime. To show collision shapes at "
+"runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu "
+"instead."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "The assigned [TileSet]."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Emitted when a tilemap setting has changed."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Returned when a cell doesn't exist."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Orthogonal orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Isometric orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Custom orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the X coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the Y coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset disabled."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the X coordinate (negative)."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Half offset on the Y coordinate (negative)."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Tile origin at its top-left corner."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Tile origin at its center."
+msgstr ""
+
+#: doc/classes/TileMap.xml
+msgid "Tile origin at its bottom-left corner."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Tile library for tilemaps."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"A TileSet is a library of tiles for a [TileMap]. It contains a list of "
+"tiles, each consisting of a sprite and optional collision shapes.\n"
+"Tiles are referenced by a unique integer ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Determines when the auto-tiler should consider two different auto-tile IDs "
+"to be bound together.\n"
+"[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant "
+"TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Clears all bitmask information of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the bitmask of the subtile from an autotile given its coordinates.\n"
+"The value is the sum of the values in [enum AutotileBindings] present in the "
+"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
+"left and top right)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the [enum BitmaskMode] of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the subtile that's being used as an icon in an atlas/autotile given "
+"its coordinates.\n"
+"The subtile defined as the icon will be used as a fallback when the atlas/"
+"autotile's bitmask information is incomplete. It will also be used to "
+"represent it in the TileSet editor."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the light occluder of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the navigation polygon of the subtile from an atlas/autotile given "
+"its coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the size of the subtiles in an atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the spacing between subtiles of the atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the priority of the subtile from an autotile given its coordinates.\n"
+"When more than one subtile has the same bitmask value, one of them will be "
+"picked randomly for drawing. Its priority will define how often it will be "
+"picked."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the drawing index of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the bitmask of the subtile from an autotile given its coordinates.\n"
+"The value is the sum of the values in [enum AutotileBindings] present in the "
+"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
+"left and top right)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the [enum BitmaskMode] of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the subtile that will be used as an icon in an atlas/autotile given its "
+"coordinates.\n"
+"The subtile defined as the icon will be used as a fallback when the atlas/"
+"autotile's bitmask information is incomplete. It will also be used to "
+"represent it in the TileSet editor."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the light occluder of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the navigation polygon of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the size of the subtiles in an atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the spacing between subtiles of the atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the priority of the subtile from an autotile given its coordinates.\n"
+"When more than one subtile has the same bitmask value, one of them will be "
+"picked randomly for drawing. Its priority will define how often it will be "
+"picked."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the drawing index of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Clears all tiles."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Creates a new tile with the given ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the first tile matching the given name."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns the ID following the last currently used ID, useful when creating a "
+"new tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns an array of all currently used tile IDs."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Removes the given tile ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Adds a shape to the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's material."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's modulation color."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's name."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the navigation polygon of the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the offset of the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's normal map texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the offset of the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile sub-region in the texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns a tile's given shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the number of shapes assigned to a tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the offset of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the one-way collision value of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the [Transform2D] of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Returns an array of dictionaries describing the tile's shapes.\n"
+"[b]Dictionary structure in the array returned by this method:[/b]\n"
+"[codeblock]\n"
+"{\n"
+" \"autotile_coord\": Vector2,\n"
+" \"one_way\": bool,\n"
+" \"one_way_margin\": int,\n"
+" \"shape\": CollisionShape2D,\n"
+" \"shape_transform\": Transform2D,\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the texture offset of the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's [enum TileMode]."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Returns the tile's Z index (drawing layer)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets a light occluder for the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's material."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the tile's modulation color.\n"
+"[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To "
+"access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/"
+"code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] "
+"property)."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's name."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets an offset for the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the tile's normal map texture.\n"
+"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
+"See [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
+"a comparison of normal map coordinates expected by popular engines."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets an offset for the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid ""
+"Sets the tile's sub-region in the texture. This is common in texture atlases."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets a shape for the tile, enabling collision."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the offset of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Enables one-way collision on a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets a [Transform2D] on a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets an array of shapes for the tile, enabling collision."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's texture offset."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's [enum TileMode]."
+msgstr ""
+
+#: doc/classes/TileSet.xml
+msgid "Sets the tile's drawing index."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "Time singleton for working with time."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The Time singleton allows converting time between various formats and also "
+"getting time information from the system.\n"
+"This class conforms with as many of the ISO 8601 standards as possible. All "
+"dates follow the Proleptic Gregorian calendar. As such, the day before "
+"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
+"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
+"year before that (2 BC) being [code]-1[/code], etc.\n"
+"Conversion methods assume \"the same timezone\", and do not handle timezone "
+"conversions or DST automatically. Leap seconds are also not handled, they "
+"must be done manually if desired. Suffixes such as \"Z\" are not handled, "
+"you need to strip them away manually.\n"
+"When getting time information from the system, the time can either be in the "
+"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
+"the [method get_unix_time_from_system] method always returns the time in "
+"UTC.\n"
+"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
+"that the user can manually set. [b]Never use[/b] this method for precise "
+"time calculation since its results are subject to automatic adjustments by "
+"the user or the operating system. [b]Always use[/b] [method get_ticks_usec] "
+"or [method get_ticks_msec] for precise time calculation instead, since they "
+"are guaranteed to be monotonic (i.e. never decrease)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/"
+"code] (Daylight Savings Time).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], and [code]weekday[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a "
+"dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], "
+"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
+"[code]second[/code].\n"
+"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
+"excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
+"code], [code]minute[/code], and [code]second[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
+"The returned Dictionary's values will be the same as the [method "
+"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
+"with the exception of Daylight Savings Time as it cannot be determined from "
+"the epoch."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given dictionary of keys to an ISO 8601 date and time string "
+"(YYYY-MM-DDTHH:MM:SS).\n"
+"The given dictionary can be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]. Any other entries (including "
+"[code]dst[/code]) are ignored.\n"
+"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the Unix epoch timestamp "
+"0 (1970-01-01 at 00:00:00).\n"
+"If [code]use_space[/code] is true, use a space instead of the letter T in "
+"the middle."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current date and time as an ISO 8601 date and time string (YYYY-"
+"MM-DDTHH:MM:SS).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC.\n"
+"If [code]use_space[/code] is true, use a space instead of the letter T in "
+"the middle."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
+"MM-DDTHH:MM:SS).\n"
+"If [code]use_space[/code] is true, use a space instead of the letter T in "
+"the middle."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the amount of time passed in milliseconds since the engine started.\n"
+"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
+"roughly 500 million years)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the amount of time passed in microseconds since the engine started.\n"
+"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
+"roughly half a million years)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current time as a dictionary of keys: [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code].\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given time to a dictionary of keys: [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
+"The returned values are in the system's local time when [code]utc[/code] is "
+"false, otherwise they are in UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
+"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
+"minutes, since not all time zones are multiples of an hour from UTC."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts a dictionary of time values to a Unix timestamp.\n"
+"The given dictionary can be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]. Any other entries (including "
+"[code]dst[/code]) are ignored.\n"
+"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the Unix epoch timestamp "
+"0 (1970-01-01 at 00:00:00).\n"
+"You can pass the output from [method get_datetime_dict_from_unix_time] "
+"directly into this function and get the same as what was put in.\n"
+"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
+"timezone conversion, so the timestamp will be in the same timezone as the "
+"given datetime dictionary."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
+"string can contain a date only, a time only, or both.\n"
+"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
+"timezone conversion, so the timestamp will be in the same timezone as the "
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
+"silently."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"Returns the current Unix timestamp in seconds based on the system time in "
+"UTC. This method is implemented by the operating system and always returns "
+"the time in UTC.\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of January, represented numerically as [code]01[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of February, represented numerically as [code]02[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of March, represented numerically as [code]03[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of April, represented numerically as [code]04[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of May, represented numerically as [code]05[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of June, represented numerically as [code]06[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of July, represented numerically as [code]07[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of August, represented numerically as [code]08[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of September, represented numerically as [code]09[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of October, represented numerically as [code]10[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of November, represented numerically as [code]11[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The month of December, represented numerically as [code]12[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Monday, represented numerically as [code]1[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The day of the week Wednesday, represented numerically as [code]3[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The day of the week Thursday, represented numerically as [code]4[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid "The day of the week Friday, represented numerically as [code]5[/code]."
+msgstr ""
+
+#: doc/classes/Time.xml
+msgid ""
+"The day of the week Saturday, represented numerically as [code]6[/code]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "A countdown timer."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"Counts down a specified interval and emits a signal on reaching 0. Can be "
+"set to repeat or \"one-shot\" mode.\n"
+"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
+"[method SceneTree.create_timer]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Returns [code]true[/code] if the timer is stopped."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if "
+"[code]time_sec > 0[/code]. This also resets the remaining time to "
+"[code]wait_time[/code].\n"
+"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Stops the timer."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"If [code]true[/code], the timer will automatically start when entering the "
+"scene tree.\n"
+"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
+"the timer enters the scene tree and starts."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
+"code], it will restart."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"If [code]true[/code], the timer is paused and will not process until it is "
+"unpaused again, even if [method start] is called."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Processing mode. See [enum TimerProcessMode]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
+"[b]Note:[/b] You cannot set this value. To change the timer's remaining "
+"time, use [method start]."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"The wait time in seconds.\n"
+"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
+"per physics frame if [member process_mode] is [constant "
+"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
+"seconds) will behave in significantly different ways depending on the "
+"rendered framerate. For very low wait times, it is recommended to use a "
+"process loop in a script instead of using a Timer node."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid ""
+"Update the timer during the physics step at each frame (fixed framerate "
+"processing)."
+msgstr ""
+
+#: doc/classes/Timer.xml
+msgid "Update the timer during the idle time at each frame."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Flat button helper class."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid ""
+"This is a helper class to generate a flat [Button] (see [member Button."
+"flat]), creating a [ToolButton] is equivalent to:\n"
+"[codeblock]\n"
+"var btn = Button.new()\n"
+"btn.flat = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Default text [Color] of the [ToolButton]."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Text [Color] used when the [ToolButton] is disabled."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid ""
+"Text [Color] used when the [ToolButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Text [Color] used when the [ToolButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Text [Color] used when the [ToolButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "The horizontal space between [ToolButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[Font] of the [ToolButton]'s text."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[StyleBox] used when the [ToolButton] is disabled."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid ""
+"[StyleBox] used when the [ToolButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[StyleBox] used when the [ToolButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "Default [StyleBox] for the [ToolButton]."
+msgstr ""
+
+#: doc/classes/ToolButton.xml
+msgid "[StyleBox] used when the [ToolButton] is being pressed."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Button for touch screen devices for gameplay use."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"TouchScreenButton allows you to create on-screen buttons for touch devices. "
+"It's intended for gameplay use, such as a unit you have to touch to move. "
+"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
+"Several TouchScreenButtons can be pressed at the same time with touch "
+"input.\n"
+"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot "
+"set anchors on it. If you want to create menus or user interfaces, you may "
+"want to use [Button] nodes instead. To make button nodes react to touch "
+"events, you can enable the Emulate Mouse option in the Project Settings.\n"
+"You can configure TouchScreenButton to be visible only on touch devices, "
+"helping you develop your game both for desktop and mobile devices."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Returns [code]true[/code] if this button is currently pressed."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's action. Actions can be handled with [InputEventAction]."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's bitmask."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's texture for the normal state."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"If [code]true[/code], the [signal pressed] and [signal released] signals are "
+"emitted whenever a pressed finger goes in and out of the button, even if the "
+"pressure started outside the active area of the button.\n"
+"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's texture for the pressed state."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "The button's shape."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"If [code]true[/code], the button's shape is centered in the provided "
+"texture. If no texture is used, this property has no effect."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "If [code]true[/code], the button's shape is visible."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid ""
+"The button's visibility mode. See [enum VisibilityMode] for possible values."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Emitted when the button is pressed (down)."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Emitted when the button is released (up)."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Always visible."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml
+msgid "Visible on touch screens only."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "3D transformation (3×4 matrix)."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
+"represent transformations such as translation, rotation, or scaling. It "
+"consists of a [member basis] (first 3 columns) and a [Vector3] for the "
+"[member origin] (last column).\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Constructs a Transform from four [Vector3] values (matrix columns). Each "
+"axis corresponds to local basis vectors (some of which may be scaled)."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "Constructs a Transform from a [Basis] and [Vector3]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "Constructs a Transform from a [Transform2D]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, "
+"0)[/code]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns the inverse of the transform, under the assumption that the "
+"transformation is composed of rotation, scaling and translation."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns a transform interpolated between this transform and another by a "
+"given [code]weight[/code] (on the range of 0.0 to 1.0)."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns the inverse of the transform, under the assumption that the "
+"transformation is composed of rotation and translation (no scaling, use "
+"[method affine_inverse] for transforms with scaling)."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns [code]true[/code] if this transform and [code]transform[/code] are "
+"approximately equal, by calling [code]is_equal_approx[/code] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Returns a copy of the transform rotated such that its -Z axis points towards "
+"the [code]target[/code] position.\n"
+"The transform will first be rotated around the given [code]up[/code] vector, "
+"and then fully aligned to the target by a further rotation around an axis "
+"perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns the transform with the basis orthogonal (90 degrees), and normalized "
+"axis vectors (scale of 1 or -1)."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Returns a copy of the transform rotated around the given [code]axis[/code] "
+"by the given [code]angle[/code] (in radians), using matrix multiplication. "
+"The [code]axis[/code] must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Returns a copy of the transform with its basis and origin scaled by the "
+"given [code]scale[/code] factor, using matrix multiplication."
+msgstr ""
+
+#: doc/classes/Transform.xml doc/classes/Transform2D.xml
+msgid ""
+"Returns a copy of the transform translated by the given [code]offset[/code], "
+"relative to the transform's basis vectors.\n"
+"Unlike [method rotated] and [method scaled], this does not use matrix "
+"multiplication."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by "
+"this transform."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"Inverse-transforms the given [Vector3], [Plane], [AABB], or "
+"[PoolVector3Array] by this transform, under the assumption that the "
+"transformation is composed of rotation and translation (no scaling). "
+"Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For "
+"affine transformations (e.g. with scaling) see [method affine_inverse] "
+"method."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
+"and Z axis. These vectors can be interpreted as the basis vectors of local "
+"coordinate system traveling with the object."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"The translation offset of the transform (column 3, the fourth column). "
+"Equivalent to array index [code]3[/code]."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid ""
+"[Transform] with no translation, rotation or scaling applied. When applied "
+"to other data structures, [constant IDENTITY] performs no transformation."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "[Transform] with mirroring applied perpendicular to the YZ plane."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "[Transform] with mirroring applied perpendicular to the XZ plane."
+msgstr ""
+
+#: doc/classes/Transform.xml
+msgid "[Transform] with mirroring applied perpendicular to the XY plane."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "2D transformation (2×3 matrix)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
+"represent transformations such as translation, rotation, or scaling. It "
+"consists of three [Vector2] values: [member x], [member y], and the [member "
+"origin].\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Constructs the transform from a 3D [Transform]."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Constructs the transform from 3 [Vector2] values representing [member x], "
+"[member y], and the [member origin] (the three column vectors)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Constructs the transform from a given angle (in radians) and position."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a vector transformed (multiplied) by the basis matrix.\n"
+"This method does not account for translation (the origin vector)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a vector transformed (multiplied) by the inverse basis matrix.\n"
+"This method does not account for translation (the origin vector)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Returns the transform's origin (translation)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Returns the transform's rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "Returns the scale."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
+"radians), using matrix multiplication."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Returns a copy of the transform scaled by the given [code]scale[/code] "
+"factor, using matrix multiplication.\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this "
+"transform."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
+"this transform, under the assumption that the transformation is composed of "
+"rotation and translation (no scaling). Equivalent to calling [code]inverse()."
+"xform(v)[/code] on this transform. For affine transformations (e.g. with "
+"scaling) see [method affine_inverse] method."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"The origin vector (column 2, the third column). Equivalent to array index "
+"[code]2[/code]. The origin vector represents translation."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid ""
+"The identity [Transform2D] with no translation, rotation or scaling applied. "
+"When applied to other data structures, [constant IDENTITY] performs no "
+"transformation."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "The [Transform2D] that will flip something along the X axis."
+msgstr ""
+
+#: doc/classes/Transform2D.xml
+msgid "The [Transform2D] that will flip something along the Y axis."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Language Translation."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid ""
+"Translations are resources that can be loaded and unloaded on demand. They "
+"map a string to another string."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Virtual method to override [method get_message]."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Adds a message if nonexistent, followed by its translation."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Erases a message."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Returns a message's translation."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Returns the number of existing messages."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "Returns all the messages (keys)."
+msgstr ""
+
+#: doc/classes/Translation.xml
+msgid "The locale of the translation."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Server that manages all translations."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Server that manages all translations. Translations can be set to it and "
+"removed from it."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Adds a [Translation] resource."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Clears the server from all translations."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Returns an array of all loaded locales of the project."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Returns the current locale of the project.\n"
+"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
+"the locale of the user system."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
+"would return [code]\"English (United States)\"[/code])."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Removes the given translation from the server."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid ""
+"Sets the locale of the project. The [code]locale[/code] string will be "
+"standardized to match known locales (e.g. [code]en-US[/code] would be "
+"matched to [code]en_US[/code]).\n"
+"If translations have been loaded beforehand for the new locale, they will be "
+"applied."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml
+msgid "Returns the current locale's translation for the given message (key)."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Control to show a tree of items."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"This shows a tree of items that can be selected, expanded and collapsed. The "
+"tree can have multiple columns with custom controls like text editing, "
+"buttons and popups. It can be useful for structured displays and "
+"interactions.\n"
+"Trees are built via code, using [TreeItem] objects to create the structure. "
+"They have a single root but multiple roots can be simulated if a dummy "
+"hidden root is added.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tree = Tree.new()\n"
+" var root = tree.create_item()\n"
+" tree.set_hide_root(true)\n"
+" var child1 = tree.create_item(root)\n"
+" var child2 = tree.create_item(root)\n"
+" var subchild1 = tree.create_item(child1)\n"
+" subchild1.set_text(0, \"Subchild1\")\n"
+"[/codeblock]\n"
+"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
+"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
+"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Clears the tree. This removes all items."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Creates an item in the tree and adds it as a child of [code]parent[/code], "
+"which can be either a valid [TreeItem] or [code]null[/code].\n"
+"If [code]parent[/code] is [code]null[/code], the root item will be the "
+"parent, or the new item will be the root itself if the tree is empty.\n"
+"The new item will be the [code]idx[/code]th child of parent, or it will be "
+"the last child if there are not enough siblings."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Edits the selected tree item as if it was clicked. The item must be set "
+"editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
+"the item could be edited. Fails if no item is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Makes the currently focused cell visible.\n"
+"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
+"will not do horizontal scrolling, as all the cells in the selected row is "
+"focused logically.\n"
+"[b]Note:[/b] Despite the name of this method, the focus cursor itself is "
+"only visible in [constant SELECT_MULTI] mode."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the button id at [code]position[/code], or -1 if no button is there."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the column index at [code]position[/code], or -1 if no item is there."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the column's title."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the column's width in pixels."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the rectangle for custom popups. Helper to create custom cell "
+"controls that display a popup. See [method TreeItem.set_cell_mode]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the drop section at [code]position[/code], or -100 if no item is "
+"there.\n"
+"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
+"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
+"description of each drop section.\n"
+"To get the item which the returned drop section is relative to, use [method "
+"get_item_at_position]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the currently edited item. Can be used with [signal item_edited] to "
+"get the item that was modified.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
+"\n"
+"func on_Tree_item_edited():\n"
+" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the column for the currently edited item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the rectangle area for the specified [TreeItem]. If [code]column[/"
+"code] is specified, only get the position and size of that column, otherwise "
+"get the rectangle containing all columns."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the tree item at the specified position (relative to the tree origin "
+"position)."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the next selected [TreeItem] after the given one, or [code]null[/"
+"code] if the end is reached.\n"
+"If [code]from[/code] is [code]null[/code], this returns the first selected "
+"item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the last pressed button's index."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the tree's root item, or [code]null[/code] if the tree is empty."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Returns the current scrolling position."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the currently focused item, or [code]null[/code] if no item is "
+"focused.\n"
+"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused "
+"item is same as the selected item. In [constant SELECT_MULTI] mode, the "
+"focused item is the item under the focus cursor, not necessarily selected.\n"
+"To get the currently selected item(s), use [method get_next_selected]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Returns the currently focused column, or -1 if no column is focused.\n"
+"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
+"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
+"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
+"under the focus cursor, and there are not necessarily any column selected.\n"
+"To tell whether a column of an item is selected, use [method TreeItem."
+"is_selected]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Causes the [Tree] to jump to the specified [TreeItem]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
+"Columns that have the \"Expand\" flag will use their \"min_width\" in a "
+"similar fashion to [member Control.size_flags_stretch_ratio]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Sets the minimum width of a column. Columns that have the \"Expand\" flag "
+"will use their \"min_width\" in a similar fashion to [member Control."
+"size_flags_stretch_ratio]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Sets the title of a column."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"If [code]true[/code], the currently selected cell may be selected again."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], a right mouse button click can select items."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], column titles are visible."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The number of columns."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The drop mode as an OR combination of flags. See [enum DropModeFlags] "
+"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
+"Setting this during [method Control.can_drop_data] is recommended.\n"
+"This controls the drop sections, i.e. the decision and drawing of possible "
+"drop locations based on the mouse position."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], the folding arrow is hidden."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "If [code]true[/code], the tree's root is hidden."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows single or multiple selection. See the [enum SelectMode] constants."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when a button on the tree was pressed (see [method TreeItem."
+"add_button])."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when a cell is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when a column's title is pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
+"to be edited."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when the right mouse button is pressed in the empty space of the "
+"tree."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when the right mouse button is pressed if right mouse button "
+"selection is active and the tree is empty."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item's label is double-clicked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is collapsed by a click on the folding arrow."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted when a custom button is pressed (i.e. in a [constant TreeItem."
+"CELL_MODE_CUSTOM] mode cell)."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item's icon is double-clicked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is edited."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is edited using the right mouse button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is selected with the right mouse button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when an item is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
+"[constant SELECT_MULTI]."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Emitted when a left mouse button click does not select any item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows selection of a single cell at a time. From the perspective of items, "
+"only a single item is allowed to be selected. And there is only one column "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"current selection, making the currently selected item the currently focused "
+"item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows selection of a single row at a time. From the perspective of items, "
+"only a single items is allowed to be selected. And all the columns are "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"first column of the current selection, making the currently selected item "
+"the currently focused item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Allows selection of multiple cells at the same time. From the perspective of "
+"items, multiple items are allowed to be selected. And there can be multiple "
+"columns selected in each selected item.\n"
+"The focus cursor is visible in this mode, the item or column under the "
+"cursor is not necessarily selected."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Disables all drop sections, but still allows to detect the \"on item\" drop "
+"section by [method get_drop_section_at_position].\n"
+"[b]Note:[/b] This is the default flag, it has no effect when combined with "
+"other flags."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Enables the \"on item\" drop section. This drop section covers the entire "
+"item.\n"
+"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
+"the height and stays centered vertically."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
+"drop section covers the top half of the item, and the \"below item\" drop "
+"section covers the bottom half.\n"
+"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
+"the height and stays on top / bottom accordingly."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
+"constants for further description of drop locations."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[Color] of the guideline."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[Color] of the relationship lines."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Default text [Color] of the title button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The horizontal space between each button in a cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
+"horizontal line drawn at the bottom of each item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Draws the relationship lines if not zero, this acts as a boolean. "
+"Relationship lines are drawn at the start of child items to show hierarchy."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The horizontal space between item cells. This is also used as the margin at "
+"the start of an item when folding is disabled."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The horizontal margin at the start of an item. This is used when folding is "
+"enabled for the item."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The maximum distance between the mouse cursor and the control's border to "
+"trigger border scrolling when dragging."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The speed of border scrolling."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The vertical padding inside each item, i.e. the distance between the item's "
+"content and top/bottom border."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[Font] of the title button's text."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The arrow icon used when a foldable item is not collapsed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "The arrow icon used when a foldable item is collapsed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is checked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
+"cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is unchecked."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
+"mode cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Default [StyleBox] for the [Tree], i.e. used when the control is not being "
+"focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when a button in the tree is pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is not being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when the title button is being hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "Default [StyleBox] for the title button."
+msgstr ""
+
+#: doc/classes/Tree.xml
+msgid "[StyleBox] used when the title button is being pressed."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Control for a single item inside a [Tree]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Control for a single item inside a [Tree]. May have child [TreeItem]s and be "
+"styled as well as contain buttons.\n"
+"You can remove a [TreeItem] by using [method Object.free]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
+"code]. The [code]id[/code] is used to identify the button. If not specified, "
+"the next available index is used, which may be retrieved by calling [method "
+"get_button_count] immediately before this method. Optionally, the button can "
+"be [code]disabled[/code] and have a [code]tooltip[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Calls the [code]method[/code] on the actual TreeItem and its children "
+"recursively. Pass parameters as a comma separated list."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Resets the background color for the given column to default."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Resets the color for the given column to default."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Deselects the given column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Removes the button at index [code]button_idx[/code] in column [code]column[/"
+"code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the [Texture] of the button at index [code]button_idx[/code] in "
+"column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the button index if there is a button with id [code]id[/code] in "
+"column [code]column[/code], otherwise returns -1."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the number of buttons in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the id for the button at index [code]button_idx[/code] in column "
+"[code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the tooltip string for the button at index [code]button_idx[/code] "
+"in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the column's cell mode."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the TreeItem's first child item or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the custom background color of column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the custom color of column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's icon [Texture]. Error if no icon is set."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the column's icon's maximum width."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the [Color] modulating the column's icon."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the icon [Texture] region as [Rect2]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the metadata value that was set for the given column using [method "
+"set_metadata]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the next visible sibling TreeItem in the tree or a null object if "
+"there is none.\n"
+"If [code]wrap[/code] is enabled, the method will wrap around to the first "
+"visible element in the tree when called on the last visible element, "
+"otherwise it returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the parent TreeItem or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns the previous visible sibling TreeItem in the tree or a null object "
+"if there is none.\n"
+"If [code]wrap[/code] is enabled, the method will wrap around to the last "
+"visible element in the tree when called on the first visible element, "
+"otherwise it returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns a dictionary containing the range parameters for a given column. The "
+"keys are \"min\", \"max\", \"step\", and \"expr\"."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Gets the suffix string shown after the column value."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's text."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's text alignment."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns the given column's tooltip."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
+"the given column is disabled."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if the given column is checked."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if column [code]column[/code] is editable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Moves this TreeItem to the top in the [Tree] hierarchy."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Removes the given child [TreeItem] and all its children from the [Tree]. "
+"Note that it doesn't free the item from memory, so it can be reused later. "
+"To completely remove a [TreeItem] use [method Object.free]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Selects the column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's button [Texture] at index [code]button_idx[/code] to "
+"[code]button[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"If [code]true[/code], disables the button at index [code]button_idx[/code] "
+"in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's cell mode to [code]mode[/code]. See [enum "
+"TreeCellMode] constants."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], the column [code]column[/code] is checked."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's custom background color and whether to just use it "
+"as an outline."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's custom color."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's custom draw callback to [code]callback[/code] method "
+"on [code]object[/code].\n"
+"The [code]callback[/code] should accept two arguments: the [TreeItem] that "
+"is drawn and its position and size as a [Rect2]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], column [code]column[/code] is editable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"If [code]true[/code], column [code]column[/code] is expanded to the right."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's icon [Texture]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's icon's maximum width."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Modulates the given column's icon with [code]modulate[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's icon's texture region."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the metadata value for the given column, which can be retrieved later "
+"using [method get_metadata]. This can be used, for example, to store a "
+"reference to the original data."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the range of accepted values for a column. The column must be in the "
+"[constant CELL_MODE_RANGE] mode.\n"
+"If [code]expr[/code] is [code]true[/code], the edit mode slider will use an "
+"exponential scale as with [member Range.exp_edit]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], the given column is selectable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets a string to be shown after a column's value (for example, a unit "
+"abbreviation)."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's text value."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid ""
+"Sets the given column's text alignment. See [enum TextAlign] for possible "
+"values."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Sets the given column's tooltip text."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], the TreeItem is collapsed."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "The custom minimum height."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "If [code]true[/code], folding is disabled for this TreeItem."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains a string."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains a checkbox."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains a range."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Cell contains an icon."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Align text to the left. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Center text. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml
+msgid "Align text to the right. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TriangleMesh.xml
+msgid "Internal mesh type."
+msgstr ""
+
+#: doc/classes/TriangleMesh.xml
+msgid "Mesh type used internally for collision calculations."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Smoothly animates a node's properties over time."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Tweens are useful for animations requiring a numerical property to be "
+"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
+"betweening[/i], an animation technique where you specify [i]keyframes[/i] "
+"and the computer interpolates the frames that appear between them.\n"
+"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
+"know the final values in advance. For example, interpolating a dynamically-"
+"chosen camera zoom value is best done with a [Tween] node; it would be "
+"difficult to do the same thing with an [AnimationPlayer] node.\n"
+"Here is a brief usage example that makes a 2D node move smoothly between two "
+"positions:\n"
+"[codeblock]\n"
+"var tween = get_node(\"Tween\")\n"
+"tween.interpolate_property($Node2D, \"position\",\n"
+" Vector2(0, 0), Vector2(100, 100), 1,\n"
+" Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n"
+"tween.start()\n"
+"[/codeblock]\n"
+"Many methods require a property name, such as [code]\"position\"[/code] "
+"above. You can find the correct property name by hovering over the property "
+"in the Inspector. You can also provide the components of a property directly "
+"by using [code]\"property:component\"[/code] (e.g. [code]position:x[/code]), "
+"where it would only apply to that particular component.\n"
+"Many of the methods accept [code]trans_type[/code] and [code]ease_type[/"
+"code]. The first accepts an [enum TransitionType] constant, and refers to "
+"the way the timing of the animation is handled (see [url=https://easings."
+"net/]easings.net[/url] for some examples). The second accepts an [enum "
+"EaseType] constant, and controls where the [code]trans_type[/code] is "
+"applied to the interpolation (in the beginning, the end, or both). If you "
+"don't know which transition and easing to pick, you can try different [enum "
+"TransitionType] constants with [constant EASE_IN_OUT], and use the one that "
+"looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
+"operation cannot be completed.\n"
+"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
+"using nodes, see [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Follows [code]method[/code] of [code]object[/code] and applies the returned "
+"value on [code]target_method[/code] of [code]target[/code], beginning from "
+"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
+"code] later. Methods are called with consecutive values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Follows [code]property[/code] of [code]object[/code] and applies it on "
+"[code]target_property[/code] of [code]target[/code], beginning from "
+"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
+"code] seconds later.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Returns the total time needed for all tweens to end. If you have two tweens, "
+"one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, "
+"as by that time all tweens would have finished."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
+"code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
+"callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
+"code] on the main thread (similar to [method Object.call_deferred]). "
+"[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
+"callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/"
+"code] to [code]final_val[/code] for [code]duration[/code] seconds, "
+"[code]delay[/code] seconds later. Methods are called with consecutive "
+"values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]property[/code] of [code]object[/code] from "
+"[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] "
+"seconds, [code]delay[/code] seconds later. Setting the initial value to "
+"[code]null[/code] uses the current value of the property.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Returns [code]true[/code] if any tweens are currently running.\n"
+"[b]Note:[/b] This method doesn't consider tweens that have ended."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Stops animation and removes a tween, given its object and property/method "
+"pair. By default, all tweens are removed, unless [code]key[/code] is "
+"specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Stops animation and removes all tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Resets a tween to its initial value (the one given, not the one before the "
+"tween), given its object and property/method pair. By default, all tweens "
+"are reset, unless [code]key[/code] is specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Resets all tweens to their initial values (the ones given, not those before "
+"the tween)."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Continues animating a stopped tween, given its object and property/method "
+"pair. By default, all tweens are resumed, unless [code]key[/code] is "
+"specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Continues animating all stopped tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Sets the interpolation to the given [code]time[/code] in seconds."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Activates/deactivates the tween. See also [method stop_all] and [method "
+"resume_all]."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Starts the tween. You can define animations both before and after this."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Stops a tween, given its object and property/method pair. By default, all "
+"tweens are stopped, unless [code]key[/code] is specified."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Stops animating all tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]method[/code] of [code]object[/code] from the value returned "
+"by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/"
+"code] seconds, [code]delay[/code] seconds later. Methods are animated by "
+"calling them with consecutive values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"Animates [code]property[/code] of [code]object[/code] from the current value "
+"of the [code]initial_val[/code] property of [code]initial[/code] to "
+"[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] "
+"seconds later.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Returns the current time of the tween."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The tween's animation process thread. See [enum TweenProcessMode]."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The tween's speed multiplier. For example, set it to [code]1.0[/code] for "
+"normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/"
+"code] for half of the normal speed. A value of [code]0[/code] pauses the "
+"animation, but see also [method set_active] or [method stop_all] for this."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "If [code]true[/code], the tween loops."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted when all processes in a tween end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted when a tween ends."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted when a tween starts."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "Emitted at each step of the animation."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The tween updates with the [code]_physics_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The tween updates with the [code]_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated linearly."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated using a sine function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a quintic (to the power of 5) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a quartic (to the power of 4) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a quadratic (to the power of 2) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with an exponential (to the power of x) "
+"function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with elasticity, wiggling around the edges."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"The animation is interpolated with a cubic (to the power of 3) function."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated with a function using square roots."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated by bouncing at the end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The animation is interpolated backing out at ends."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The interpolation starts slowly and speeds up towards the end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid "The interpolation starts quickly and slows down towards the end."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is slowest at both ends."
+msgstr ""
+
+#: doc/classes/Tween.xml
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is fastest at both ends."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from "
+"[SceneTreeTween]."
+msgstr ""
+
+#: doc/classes/Tweener.xml
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid "Helper class to implement a UDP server."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"A simple server that opens a UDP socket and returns connected "
+"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP."
+"connect_to_host].\n"
+"After starting the server ([method listen]), you will need to [method poll] "
+"it at regular intervals (e.g. inside [method Node._process]) for it to "
+"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
+"taking new connections.\n"
+"Below a small example of how it can be used:\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+"\n"
+"func _process(delta):\n"
+" server.poll() # Important!\n"
+" if server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var pkt = peer.get_packet()\n"
+" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
+"get_packet_port()])\n"
+" print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n"
+" # Reply so it knows we received the message.\n"
+" peer.put_packet(pkt)\n"
+" # Keep a reference so we can keep contacting the remote peer.\n"
+" peers.append(peer)\n"
+"\n"
+" for i in range(0, peers.size()):\n"
+" pass # Do something with the connected peers.\n"
+"\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+"\n"
+"func _process(delta):\n"
+" if !connected:\n"
+" # Try to contact server\n"
+" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" if udp.get_available_packet_count() > 0:\n"
+" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Returns [code]true[/code] if a packet with a new address/port combination "
+"was received on the socket."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Returns [code]true[/code] if the socket is open and listening on a port."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Starts the server by opening a UDP socket listening on the given port. You "
+"can optionally specify a [code]bind_address[/code] to only listen for "
+"packets sent to that address. See also [method PacketPeerUDP.listen]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Call this method at regular intervals (e.g. inside [method Node._process]) "
+"to process new packets. And packet from known address/port pair will be "
+"delivered to the appropriate [PacketPeerUDP], any packet received from an "
+"unknown address/port pair will be added as a pending connection (see [method "
+"is_connection_available], [method take_connection]). The maximum number of "
+"pending connection is defined via [member max_pending_connections]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Stops the server, closing the UDP socket if open. Will close all connected "
+"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
+"be notified)."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Returns the first pending connection (connected to the appropriate address/"
+"port). Will return [code]null[/code] if no new connection is available. See "
+"also [method is_connection_available], [method PacketPeerUDP."
+"connect_to_host]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml
+msgid ""
+"Define the maximum number of pending connections, during [method poll], any "
+"new pending connection exceeding that value will be automatically dropped. "
+"Setting this value to [code]0[/code] effectively prevents any new pending "
+"connection to be accepted (e.g. when all your players have connected)."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Helper to manage undo/redo operations in the editor or custom tools."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Helper to manage undo/redo operations in the editor or custom tools. It "
+"works by registering methods and property changes inside \"actions\".\n"
+"Common behavior is to create an action, then add do/undo calls to functions "
+"or property changes, then committing the action.\n"
+"Here's an example on how to add an action to the Godot editor's own "
+"[UndoRedo], from a plugin:\n"
+"[codeblock]\n"
+"var undo_redo = get_undo_redo() # Method of EditorPlugin.\n"
+"\n"
+"func do_something():\n"
+" pass # Put your code here.\n"
+"\n"
+"func undo_something():\n"
+" pass # Put here the code that reverts what's done by "
+"\"do_something()\".\n"
+"\n"
+"func _on_MyButton_pressed():\n"
+" var node = get_node(\"MyNode2D\")\n"
+" undo_redo.create_action(\"Move the node\")\n"
+" undo_redo.add_do_method(self, \"do_something\")\n"
+" undo_redo.add_undo_method(self, \"undo_something\")\n"
+" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
+" undo_redo.add_undo_property(node, \"position\", node.position)\n"
+" undo_redo.commit_action()\n"
+"[/codeblock]\n"
+"[method create_action], [method add_do_method], [method add_undo_method], "
+"[method add_do_property], [method add_undo_property], and [method "
+"commit_action] should be called one after the other, like in the example. "
+"Not doing so could lead to crashes.\n"
+"If you don't need to register a method, you can leave [method add_do_method] "
+"and [method add_undo_method] out; the same goes for properties. You can also "
+"register more than one method/property."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a method that will be called when the action is committed."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a property value change for \"do\"."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Register a reference for \"do\" that will be erased if the \"do\" history is "
+"lost. This is useful mostly for new nodes created for the \"do\" call. Do "
+"not use for resources."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a method that will be called when the action is undone."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Register a property value change for \"undo\"."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Register a reference for \"undo\" that will be erased if the \"undo\" "
+"history is lost. This is useful mostly for nodes removed with the \"do\" "
+"call (not the \"undo\" call!)."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Clear the undo/redo history and associated references.\n"
+"Passing [code]false[/code] to [code]increase_version[/code] will prevent the "
+"version number to be increased from this."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Commit the action. All \"do\" methods/properties are called/set when this "
+"function is called."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Create a new action. After this is called, do all your calls to [method "
+"add_do_method], [method add_undo_method], [method add_do_property], and "
+"[method add_undo_property], then commit the action with [method "
+"commit_action].\n"
+"The way actions are merged is dictated by the [code]merge_mode[/code] "
+"argument. See [enum MergeMode] for details."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Gets the name of the current action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
+"version number is increased automatically.\n"
+"This is useful mostly to check if something changed from a saved version."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
+"action, i.e. running its \"do\" method or property change (see [method "
+"commit_action])."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Redo the last action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Undo the last action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Called when [method undo] or [method redo] was called."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid ""
+"Makes so that the action's \"do\" operation is from the first action created "
+"and the \"undo\" operation is from the last subsequent action with the same "
+"name."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml
+msgid "Makes subsequent actions with the same name be merged into one."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
+"[codeblock]\n"
+"var upnp = UPNP.new()\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
+"[/codeblock]\n"
+"To close a specific port (e.g. after you have finished using it):\n"
+"[codeblock]\n"
+"upnp.delete_port_mapping(port)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
+"without blocking the main thread, use [Thread]s like this:\n"
+"[codeblock]\n"
+"# Emitted when UPnP port mapping setup is completed (regardless of success "
+"or failure).\n"
+"signal upnp_completed(error)\n"
+"\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
+"const SERVER_PORT = 3928\n"
+"var thread = null\n"
+"\n"
+"func _upnp_setup(server_port):\n"
+" # UPNP queries take some time.\n"
+" var upnp = UPNP.new()\n"
+" var err = upnp.discover()\n"
+"\n"
+" if err != OK:\n"
+" push_error(str(err))\n"
+" emit_signal(\"upnp_completed\", err)\n"
+" return\n"
+"\n"
+" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"UDP\")\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"TCP\")\n"
+" emit_signal(\"upnp_completed\", OK)\n"
+"\n"
+"func _ready():\n"
+" thread = Thread.new()\n"
+" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
+"\n"
+"func _exit_tree():\n"
+" # Wait for thread finish here to handle game exit while the thread is "
+"running.\n"
+" thread.wait_to_finish()\n"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Adds the given [UPNPDevice] to the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Adds a mapping to forward the external [code]port[/code] (between 1 and "
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
+"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
+"number is used for both the external and the internal port (the [code]port[/"
+"code] value).\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
+"See [enum UPNPResult] for possible return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Clears the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Deletes the port mapping for the given port and protocol combination on the "
+"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
+"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
+"devices.\n"
+"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
+"manage port forwarding. [code]timeout[/code] is the time to wait for "
+"responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch "
+"this if you know what you're doing.\n"
+"See [enum UPNPResult] for possible return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Returns the number of discovered [UPNPDevice]s."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Returns the default gateway. That is the first discovered [UPNPDevice] that "
+"is also a valid IGD (InternetGatewayDevice)."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Returns the external [IP] address of the default gateway (see [method "
+"get_gateway]) as string. Returns an empty string on error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Removes the device at [code]index[/code] from the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Sets the device at [code]index[/code] from the list of discovered devices to "
+"[code]device[/code]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"If [code]0[/code], the local port to use for discovery is chosen "
+"automatically by the system. If [code]1[/code], discovery will be done from "
+"the source port 1900 (same as destination port). Otherwise, the value will "
+"be used as the port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Multicast interface to use for discovery. Uses the default multicast "
+"interface if empty."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "UPNP command or discovery was successful."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Not authorized to use the command on the [UPNPDevice]. May be returned when "
+"the user disabled UPNP on their router."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No port mapping was found for the given port, protocol combination on the "
+"given [UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Inconsistent parameters."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No such entry in array. May be returned if a given port, protocol "
+"combination is not found on an [UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The action failed."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"The [UPNPDevice] does not allow wildcard values for the source IP address."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The [UPNPDevice] does not allow wildcard values for the external port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The remote host value must be a wildcard."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "The external port value must be a wildcard."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No port maps are available. May also be returned if port mapping "
+"functionality is not available."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Conflict with other mechanism. May be returned instead of [constant "
+"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
+"existing one."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Conflict with an existing port mapping."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "External and internal port values must be the same."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"Only permanent leases are supported. Do not use the [code]duration[/code] "
+"parameter when adding port mappings."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid gateway."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid protocol."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid duration."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid arguments."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid response."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Invalid parameter."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
+msgid "HTTP error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Socket error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid "Error allocating memory."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No gateway available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml
+msgid ""
+"No devices available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid [UPNPDevice]s."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Unknown error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Universal Plug and Play (UPnP) device."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Adds a port mapping to forward the given external port on this [UPNPDevice] "
+"for the given protocol to the local machine. See [method UPNP."
+"add_port_mapping]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Deletes the port mapping identified by the given port and protocol "
+"combination on this device. See [method UPNP.delete_port_mapping]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
+"which potentially supports port forwarding."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Returns the external IP address of this [UPNPDevice] or an empty string."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "URL to the device description."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "IDG control URL."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid ""
+"Address of the local machine in the network connecting it to this "
+"[UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "IGD service type."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "IGD status. See [enum IGDStatus]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Service type."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "OK."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Empty HTTP response."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Returned response contained no URLs."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Not a valid IGD."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Disconnected."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Unknown device."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Invalid control."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml
+msgid "Memory allocation error."
+msgstr ""
+
+#: doc/classes/Variant.xml
+msgid "The most important data type in Godot."
+msgstr ""
+
+#: doc/classes/Variant.xml
+msgid ""
+"In computer programming, a Variant class is a class that is designed to "
+"store a variety of other types. Dynamic programming languages like PHP, Lua, "
+"JavaScript and GDScript like to use them to store variables' data on the "
+"backend. With these Variants, properties are able to change value types "
+"freely.\n"
+"[codeblock]\n"
+"var foo = 2 # foo is dynamically an integer\n"
+"foo = \"Now foo is a string!\"\n"
+"foo = Reference.new() # foo is an Object\n"
+"var bar: int = 2 # bar is a statically typed integer.\n"
+"# bar = \"Uh oh! I can't make static variables become a different type!\"\n"
+"[/codeblock]\n"
+"Godot tracks all scripting API variables within Variants. Without even "
+"realizing it, you use Variants all the time. When a particular language "
+"enforces its own rules for keeping data typed, then that language is "
+"applying its own custom logic over the base Variant scripting API.\n"
+"- GDScript automatically wrap values in them. It keeps all data in plain "
+"Variants by default and then optionally enforces custom static typing rules "
+"on variable types.\n"
+"- VisualScript tracks properties inside Variants as well, but it also uses "
+"static typing. The GUI interface enforces that properties have a particular "
+"type that doesn't change over time.\n"
+"- C# is statically typed, but uses the Mono [code]object[/code] type in "
+"place of Godot's Variant class when it needs to represent a dynamic value. "
+"[code]object[/code] is the Mono runtime's equivalent of the same concept.\n"
+"- The statically-typed language NativeScript C++ does not define a built-in "
+"Variant-like class. Godot's GDNative bindings provide their own godot::"
+"Variant class for users; Any point at which the C++ code starts interacting "
+"with the Godot runtime is a place where you might have to start wrapping "
+"data inside Variant objects.\n"
+"The global [method @GDScript.typeof] function returns the enumerated value "
+"of the Variant type stored in the current variable (see [enum Variant."
+"Type]).\n"
+"[codeblock]\n"
+"var foo = 2\n"
+"match typeof(foo):\n"
+" TYPE_NIL:\n"
+" print(\"foo is null\")\n"
+" TYPE_INTEGER:\n"
+" print(\"foo is an integer\")\n"
+" TYPE_OBJECT:\n"
+" # Note that Objects are their own special category.\n"
+" # To get the name of the underlying Object type, you need the "
+"`get_class()` method.\n"
+" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
+"into a formatted string.\n"
+" # Note also that there is not yet any way to get a script's "
+"`class_name` string easily.\n"
+" # To fetch that value, you need to dig deeply into a hidden "
+"ProjectSettings setting: an Array of Dictionaries called "
+"\"_global_script_classes\".\n"
+" # Open your project.godot file to see it up close.\n"
+"[/codeblock]\n"
+"A Variant takes up only 20 bytes and can store almost any engine datatype "
+"inside of it. Variants are rarely used to hold information for long periods "
+"of time. Instead, they are used mainly for communication, editing, "
+"serialization and moving data around.\n"
+"Godot has specifically invested in making its Variant class as flexible as "
+"possible; so much so that it is used for a multitude of operations to "
+"facilitate communication between all of Godot's systems.\n"
+"A Variant:\n"
+"- Can store almost any datatype.\n"
+"- Can perform operations between many variants. GDScript uses Variant as its "
+"atomic/native datatype.\n"
+"- Can be hashed, so it can be compared quickly to other variants.\n"
+"- Can be used to convert safely between datatypes.\n"
+"- Can be used to abstract calling methods and their arguments. Godot exports "
+"all its functions through variants.\n"
+"- Can be used to defer calls or move data between threads.\n"
+"- Can be serialized as binary and stored to disk, or transferred via "
+"network.\n"
+"- Can be serialized to text and use it for printing values and editable "
+"settings.\n"
+"- Can work as an exported property, so the editor can edit it universally.\n"
+"- Can be used for dictionaries, arrays, parsers, etc.\n"
+"[b]Containers (Array and Dictionary):[/b] Both are implemented using "
+"variants. A [Dictionary] can match any datatype used as key to any other "
+"datatype. An [Array] just holds an array of Variants. Of course, a Variant "
+"can also hold a [Dictionary] and an [Array] inside, making it even more "
+"flexible.\n"
+"Modifications to a container will modify all references to it. A [Mutex] "
+"should be created to lock it if multi-threaded access is desired."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml
+msgid "Vertical box container."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml
+msgid "Vertical box container. See [BoxContainer]."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml
+msgid "The vertical space between the [VBoxContainer]'s elements."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Vector used for 2D math."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"2-element structure that can be used to represent positions in 2D space or "
+"any other pair of numeric values.\n"
+"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
+"always evaluate to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "3Blue1Brown Essence of Linear Algebra"
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components in absolute values (i.e. positive)."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns this vector's angle with respect to the positive X axis, or [code]"
+"(1, 0)[/code] vector, in radians.\n"
+"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
+"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
+"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
+"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle.png]Illustration of the returned angle.[/url]\n"
+"Equivalent to the result of [method @GDScript.atan2] when called with the "
+"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the angle to the given vector, in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the angle between the line connecting the two points and the X axis, "
+"in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
+"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
+"y]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the vector \"bounced off\" from a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components rounded up (towards positive "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Deprecated, please use [method limit_length] instead.\n"
+"Returns the vector with a maximum length by limiting its length to "
+"[code]length[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the 2D analog of the cross product for this vector and [code]with[/"
+"code].\n"
+"This is the signed area of the parallelogram formed by the two vectors. If "
+"the second vector is clockwise from the first vector, then the cross product "
+"is the positive area. If counter-clockwise, the cross product is the "
+"negative area.\n"
+"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
+"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
+"product's Z component as the analog."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Cubically interpolates between this vector and [code]b[/code] using "
+"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
+"result at position [code]weight[/code]. [code]weight[/code] is on the range "
+"of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the normalized vector pointing from this vector to [code]b[/code]. "
+"This is equivalent to using [code](b - a).normalized()[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the squared distance between this vector and [code]b[/code].\n"
+"This method runs faster than [method distance_to], so prefer it if you need "
+"to compare vectors or need the squared distance for some formula."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Returns the distance between this vector and [code]to[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the dot product of this vector and [code]with[/code]. This can be "
+"used to compare the angle between two vectors. For example, this can be used "
+"to determine whether an enemy is facing the player.\n"
+"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
+"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
+"angles wider than 90 degrees.\n"
+"When using unit (normalized) vectors, the result will always be between "
+"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
+"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
+"aligned.\n"
+"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components rounded down (towards negative "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns [code]true[/code] if this vector and [code]v[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
+"otherwise."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Returns the length (magnitude) of this vector."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the squared length (squared magnitude) of this vector.\n"
+"This method runs faster than [method length], so prefer it if you need to "
+"compare vectors or need the squared distance for some formula."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the vector with a maximum length by limiting its length to "
+"[code]length[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the result of the linear interpolation between this vector and "
+"[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the "
+"range of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
+"code] amount. Will not go past the final value."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the vector scaled to unit length. Equivalent to [code]v / v.length()"
+"[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
+"components and [code]mod[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
+"components and [code]modv[/code]'s components."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Returns this vector projected onto the vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
+"defined by the given direction vector [code]n[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns the vector rotated by [code]angle[/code] (in radians). See also "
+"[method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with all components rounded to the nearest integer, "
+"with halfway cases rounded away from zero."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns a new vector with each component set to one or negative one, "
+"depending on the signs of the components. If a component is zero, it returns "
+"positive one."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns the result of spherical linear interpolation between this vector and "
+"[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on "
+"the range of 0.0 to 1.0, representing the amount of interpolation.\n"
+"[b]Note:[/b] Both vectors must be normalized."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Returns this vector slid along a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Returns this vector with each component snapped to the nearest multiple of "
+"[code]step[/code]. This can also be used to round to an arbitrary number of "
+"decimals."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid ""
+"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
+"to the original, with the same length."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"The vector's X component. Also accessible by using the index position [code]"
+"[0][/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"The vector's Y component. Also accessible by using the index position [code]"
+"[1][/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Enumerated value for the X axis."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Enumerated value for the Y axis."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "Zero vector, a vector with all components set to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid "One vector, a vector with all components set to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml doc/classes/Vector3.xml
+msgid ""
+"Infinity vector, a vector with all components set to [constant @GDScript."
+"INF]."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Left unit vector. Represents the direction of left."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Right unit vector. Represents the direction of right."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
+msgstr ""
+
+#: doc/classes/Vector2.xml
+msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Vector used for 3D math."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"3-element structure that can be used to represent positions in 3D space or "
+"any other triplet of numeric values.\n"
+"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns a Vector3 with the given components."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the unsigned minimum angle to the given vector, in radians."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the cross product of this vector and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Performs a cubic interpolation between this vector and [code]b[/code] using "
+"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
+"result at position [code]weight[/code]. [code]weight[/code] is on the range "
+"of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the distance between this vector and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the dot product of this vector and [code]b[/code]. This can be used "
+"to compare the angle between two vectors. For example, this can be used to "
+"determine whether an enemy is facing the player.\n"
+"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
+"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
+"angles wider than 90 degrees.\n"
+"When using unit (normalized) vectors, the result will always be between "
+"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
+"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
+"aligned.\n"
+"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
+"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the result of the linear interpolation between this vector and "
+"[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the "
+"range of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the axis of the vector's largest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant "
+"AXIS_X]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant "
+"AXIS_Z]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns the outer product with [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Returns this vector reflected from a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
+"The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns the signed angle to the given vector, in radians. The sign of the "
+"angle is positive in a counter-clockwise direction and negative in a "
+"clockwise direction when viewed from the side specified by the [code]axis[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Returns a diagonal matrix with the vector as main diagonal.\n"
+"This is equivalent to a Basis with no rotation or shearing and this vector's "
+"components set as the scale."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"The vector's Z component. Also accessible by using the index position [code]"
+"[2][/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Enumerated value for the X axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Enumerated value for the Y axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Enumerated value for the Z axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Left unit vector. Represents the local direction of left, and the global "
+"direction of west."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Right unit vector. Represents the local direction of right, and the global "
+"direction of east."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Up unit vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid "Down unit vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Forward unit vector. Represents the local direction of forward, and the "
+"global direction of north."
+msgstr ""
+
+#: doc/classes/Vector3.xml
+msgid ""
+"Back unit vector. Represents the local direction of back, and the global "
+"direction of south."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid "Physics body that simulates the behavior of a car."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"This node implements all the physics logic needed to simulate a car. It is "
+"based on the raycast vehicle system commonly found in physics engines. You "
+"will need to add a [CollisionShape] for the main body of your vehicle and "
+"add [VehicleWheel] nodes for the wheels. You should also add a "
+"[MeshInstance] to this node for the 3D model of your car but this model "
+"should not include meshes for the wheels. You should control the vehicle by "
+"using the [member brake], [member engine_force], and [member steering] "
+"properties and not change the position or orientation of this node "
+"directly.\n"
+"[b]Note:[/b] The origin point of your VehicleBody will determine the center "
+"of gravity of your vehicle so it is better to keep this low and move the "
+"[CollisionShape] and [MeshInstance] upwards.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
+"probably have to write your own physics integration using another "
+"[PhysicsBody] class."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"Slows down the vehicle by applying a braking force. The vehicle is only "
+"slowed down if the wheels are in contact with a surface. The force you need "
+"to apply to adequately slow down your vehicle depends on the [member "
+"RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a "
+"value in the 25 - 30 range for hard braking."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"Accelerates the vehicle by applying an engine force. The vehicle is only "
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the vehicle reversing."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml
+msgid ""
+"The steering angle for the vehicle. Setting this to a non-zero value will "
+"result in the vehicle turning when it's moving. Wheels that have [member "
+"VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
+"rotated."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "Physics object that simulates the behavior of a wheel."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This node needs to be used as a child node of [VehicleBody] and simulates "
+"the behavior of one of its wheels. This node also acts as a collider to "
+"detect if the wheel is touching a surface.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
+"probably have to write your own physics integration using another "
+"[PhysicsBody] class."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Returns the contacting body node if valid in the tree, as [Spatial]. At the "
+"moment, [GridMap] is not supported so the node will be always of type "
+"[PhysicsBody].\n"
+"Returns [code]null[/code] if the wheel is not in contact with a surface, or "
+"the contact body is not a [PhysicsBody]."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "Returns the rotational speed of the wheel in revolutions per minute."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
+"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
+"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Slows down the wheel by applying a braking force. The wheel is only slowed "
+"down if it is in contact with a surface. The force you need to apply to "
+"adequately slow down your vehicle depends on the [member RigidBody.mass] of "
+"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
+"30 range for hard braking."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The damping applied to the spring when the spring is being compressed. This "
+"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
+"car will keep bouncing as the spring keeps its energy. A good value for this "
+"is around 0.3 for a normal car, 0.5 for a race car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The damping applied to the spring when relaxing. This value should be "
+"between 0.0 (no damping) and 1.0. This value should always be slightly "
+"higher than the [member damping_compression] property. For a [member "
+"damping_compression] value of 0.3, try a relaxation value of 0.5."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
+"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
+"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the wheel reversing."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The steering angle for the wheel. Setting this to a non-zero value will "
+"result in the vehicle turning when it's moving."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"The maximum force the spring can resist. This value should be higher than a "
+"quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring "
+"will not carry the weight of the vehicle. Good results are often obtained by "
+"a value that is about 3× to 4× this number."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This value defines the stiffness of the suspension. Use a value lower than "
+"50 for an off-road car, a value between 50 and 100 for a race car and try "
+"something around 200 for something like a Formula 1 car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This is the distance the suspension can travel. As Godot units are "
+"equivalent to meters, keep this setting relatively low. Try a value between "
+"0.1 and 0.3 depending on the type of car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"If [code]true[/code], this wheel will be turned when the car steers. This "
+"value is used in conjunction with [member VehicleBody.steering] and ignored "
+"if you are using the per-wheel [member steering] value instead."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"If [code]true[/code], this wheel transfers engine force to the ground to "
+"propel the vehicle forward. This value is used in conjunction with [member "
+"VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
+"engine_force] value instead."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This determines how much grip this wheel has. It is combined with the "
+"friction setting of the surface the wheel is in contact with. 0.0 means no "
+"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
+"rear wheels slightly lower than the front wheels, or use a lower value to "
+"simulate tire wear.\n"
+"It's best to set this to 1.0 when starting out."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid "The radius of the wheel in meters."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This is the distance in meters the wheel is lowered from its origin point. "
+"Don't set this to 0.0 and move the wheel into position, instead move the "
+"origin point of your wheel (the gizmo in Godot) to the position the wheel "
+"will take when bottoming out, then use the rest length to move the wheel "
+"down to the position it should be in when the car is in rest."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml
+msgid ""
+"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
+"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
+"body roll."
+msgstr ""
+
+#: doc/classes/VFlowContainer.xml
+msgid "Vertical flow container."
+msgstr ""
+
+#: doc/classes/VFlowContainer.xml
+msgid "Vertical version of [FlowContainer]."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Control for playing video streams."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Control node for playing video streams using [VideoStream] resources.\n"
+"Supported video formats are [url=https://www.webmproject.org/]WebM[/url] "
+"([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg "
+"Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format "
+"exposed via a GDNative plugin using [VideoStreamGDNative].\n"
+"[b]Note:[/b] Due to a bug, VideoPlayer does not support localization "
+"remapping yet.\n"
+"[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to "
+"missing architecture-specific assembly optimizations, especially for VP8/VP9."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
+"stream is assigned."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Returns the current frame as a [Texture]."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Returns [code]true[/code] if the video is playing.\n"
+"[b]Note:[/b] The video is still considered playing if paused during playback."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Starts the video playback from the beginning. If the video is paused, this "
+"will not unpause the video."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"Stops the video playback and sets the stream position to 0.\n"
+"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
+"of the video stream won't become the current frame."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "The embedded audio track to play."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "If [code]true[/code], playback starts when the scene loads."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Amount of time in milliseconds to store in buffer while playing."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Audio bus to use for sound playback."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"If [code]true[/code], the video scales to the control size. Otherwise, the "
+"control minimum size will be automatically adjusted to match the video "
+"stream's dimensions."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "If [code]true[/code], the video is paused."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "The assigned video stream. See description for supported formats."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid ""
+"The current position of the stream, in seconds.\n"
+"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
+"implemented yet, except in video formats implemented by a GDNative add-on."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Audio volume as a linear value."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Audio volume in dB."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml
+msgid "Emitted when playback is finished."
+msgstr ""
+
+#: doc/classes/VideoStream.xml
+msgid "Base resource for video streams."
+msgstr ""
+
+#: doc/classes/VideoStream.xml
+msgid ""
+"Base resource type for all video streams. Classes that derive from "
+"[VideoStream] can all be used as resource types to play back videos in "
+"[VideoPlayer]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid "[VideoStream] resource for video formats implemented via GDNative."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid ""
+"[VideoStream] resource for video formats implemented via GDNative.\n"
+"It can be used via [url=https://github.com/KidRigger/godot-"
+"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
+"org]FFmpeg[/url] library."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid "Returns the video file handled by this [VideoStreamGDNative]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
+msgid ""
+"Sets the video file that this [VideoStreamGDNative] resource handles. The "
+"supported extensions depend on the GDNative plugins used to expose video "
+"formats."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid "[VideoStream] resource for Ogg Theora videos."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid ""
+"[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
+"url] video format with [code].ogv[/code] extension. The Theora codec is less "
+"efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU "
+"resources to decode. The Theora codec is decoded on the CPU.\n"
+"[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
+"extension, you will have to rename the extension to [code].ogv[/code] to use "
+"those videos within Godot."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml
+msgid ""
+"Sets the Ogg Theora video file that this [VideoStreamTheora] resource "
+"handles. The [code]file[/code] name should have the [code].ogv[/code] "
+"extension."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid "[VideoStream] resource for WebM videos."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid ""
+"[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/"
+"url] video format with [code].webm[/code] extension. Both the VP8 and VP9 "
+"codecs are supported. The VP8 and VP9 codecs are more efficient than "
+"[VideoStreamTheora], but they require more CPU resources to decode "
+"(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n"
+"[b]Note:[/b] Alpha channel (also known as transparency) is not supported. "
+"The video will always appear to have a black background, even if it "
+"originally contains an alpha channel.\n"
+"[b]Note:[/b] There are known bugs and performance issues with WebM video "
+"playback in Godot. If you run into problems, try using the Ogg Theora format "
+"instead: [VideoStreamTheora]"
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid "Returns the WebM video file handled by this [VideoStreamWebm]."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml
+msgid ""
+"Sets the WebM video file that this [VideoStreamWebm] resource handles. The "
+"[code]file[/code] name should have the [code].webm[/code] extension."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Creates a sub-view into the screen."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"A Viewport creates a different view into the screen, or a sub-view inside "
+"another viewport. Children 2D Nodes will display on it, and children Camera "
+"3D nodes will render on it too.\n"
+"Optionally, a viewport can have its own 2D or 3D world, so they don't share "
+"what they draw with other viewports.\n"
+"If a viewport is a child of a [ViewportContainer], it will automatically "
+"take up its size, otherwise it must be set manually.\n"
+"Viewports can also choose to be audio listeners, so they generate positional "
+"audio depending on a 2D or 3D camera child of it.\n"
+"Also, viewports can be assigned to different screens in case the devices "
+"have multiple screens.\n"
+"Finally, viewports can also behave as render targets, in which case they "
+"will not be visible unless the associated texture is used to draw.\n"
+"[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear "
+"to be upside down. Enabling [member render_target_v_flip] will display the "
+"Viewport with the correct orientation."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Viewports tutorial index"
+msgstr ""
+
+#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
+msgid "3D in 2D Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Screen Capture Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Dynamic Split Screen Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
+msgid "3D Viewport Scaling Demo"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the first valid [World] for this viewport, searching the [member "
+"world] property of itself and any Viewport ancestor."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the first valid [World2D] for this viewport, searching the [member "
+"world_2d] property of itself and any Viewport ancestor."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the active 3D camera."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the total transform of the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the topmost modal in the stack."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the mouse's position in this [Viewport] using the coordinate system "
+"of this [Viewport]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns information about the viewport from the rendering pipeline."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the size override set with [method set_size_override]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the viewport's texture.\n"
+"[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is "
+"flipped vertically. You can use [method Image.flip_y] on the result of "
+"[method Texture.get_data] to flip it back, for example:\n"
+"[codeblock]\n"
+"var img = get_viewport().get_texture().get_data()\n"
+"img.flip_y()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the viewport's RID from the [VisualServer]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns the visible rectangle in global screen coordinates."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns the drag data from the GUI, that was previously returned by [method "
+"Control.get_drag_data]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if there are visible modals on-screen."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns [code]true[/code] if the viewport is currently performing a drag "
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Returns [code]true[/code] if the size override is enabled. See [method "
+"set_size_override]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Attaches this [Viewport] to the root [Viewport] with the specified "
+"rectangle. This bypasses the need for another node to display this "
+"[Viewport] but makes you responsible for updating the position of this "
+"[Viewport] manually."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Stops the input from propagating further down the [SceneTree]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Sets the number of subdivisions to use in the specified quadrant. A higher "
+"number of subdivisions allows you to have more shadows in the scene at once, "
+"but reduces the quality of the shadows. A good practice is to have quadrants "
+"with a varying number of subdivisions and to have as few subdivisions as "
+"possible."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Sets the size override of the viewport. If the [code]enable[/code] parameter "
+"is [code]true[/code] the override is used, otherwise it uses the default "
+"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
+"size."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Forces update of the 2D and 3D worlds."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Moves the mouse pointer to the specified position in this [Viewport] using "
+"the coordinate system of this [Viewport]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will be used in AR/VR process."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will process 2D audio streams."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will process 3D audio streams."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The canvas transform of the viewport, useful for changing the on-screen "
+"positions of all child [CanvasItem]s. This is relative to the global canvas "
+"transform of the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
+"[code]true[/code] for debanding to be effective."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The overlay mode for test rendered geometry in debug purposes."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Enables fast approximate antialiasing. FXAA is a popular screen-space "
+"antialiasing method, which is fast but will make the image look blurry, "
+"especially at lower resolutions. It can still work relatively well at large "
+"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [member "
+"sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The global canvas transform of the viewport. The canvas transform is "
+"relative to this."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the viewport will not receive input events."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the GUI controls on the viewport will lay pixel "
+"perfectly."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport rendering will receive benefits from High "
+"Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
+"values that are outside the 0-1 range. In Godot, HDR uses half floating-"
+"point precision (16-bit) by default. To use full floating-point precision "
+"(32-bit), enable [member use_32_bpc_depth].\n"
+"[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or "
+"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the result after 3D rendering will not have a linear "
+"to sRGB color conversion applied. This is important when the viewport is "
+"used as a render target where the result is used as a texture on a 3D object "
+"rendered in another viewport. It is also important if the viewport is used "
+"to create data that is not color based (noise, heightmaps, pickmaps, etc.). "
+"Do not enable this when the viewport is used as a texture on a 2D object or "
+"if the viewport is your final output. For the GLES2 driver this will convert "
+"the sRGB output to linear, this should only be used for VR plugins that "
+"require input in linear color space!"
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The multisample anti-aliasing mode. A higher number results in smoother "
+"edges at the cost of significantly worse performance. A value of 4 is best "
+"unless targeting very high-end systems."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport will use a unique copy of the [World] "
+"defined in [member world]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the objects rendered by viewport become subjects of "
+"mouse picking process."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], renders the Viewport directly to the screen instead of "
+"to the root viewport. Only available in GLES2. This is a low-level "
+"optimization and should not be used in most cases. If used, reading from the "
+"Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
+"information see [method VisualServer.viewport_set_render_direct_to_screen]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The clear mode when viewport used as a render target.\n"
+"[b]Note:[/b] This property is intended for 2D usage."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The update mode when viewport used as a render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the result of rendering will be flipped vertically. "
+"Since Viewports in Godot 3.x render upside-down, it's recommended to set "
+"this to [code]true[/code] in most situations."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the first quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the second quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the third quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The shadow atlas' resolution (used for omni and spot lights). The value will "
+"be rounded up to the nearest power of 2.\n"
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If set to a value greater than [code]0.0[/code], contrast-adaptive "
+"sharpening will be applied to the 3D viewport. This has a low performance "
+"cost and can be used to recover some of the sharpness lost from using FXAA. "
+"Values around [code]0.5[/code] generally give the best results. See also "
+"[member fxaa]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The width and height of viewport. Must be set to a value greater than or "
+"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "If [code]true[/code], the size override affects stretch as well."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], the viewport should render its background as "
+"transparent."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective when [member hdr] is also enabled.\n"
+"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
+"full floating-point precision is slower, and is generally only needed for "
+"advanced shaders that require a high level of precision. To reduce banding, "
+"enable [member debanding] instead.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The custom [World] which can be used as 3D environment source."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "The custom [World2D] which can be used as 2D environment source."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Emitted when a Control node grabs keyboard focus."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Emitted when the size of the viewport is changed, whether by [method "
+"set_size_override], resize of window, or some other means."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Do not update the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Update the render target once, then switch to [constant UPDATE_DISABLED]."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Update the render target only when it is visible. This is the default value."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Always update the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will not be used."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will only be used by one shadow map."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"This quadrant will be split 256 ways and used by up to 256 shadow maps. "
+"Unless the [member shadow_atlas_size] is very high, the shadows in this "
+"quadrant will be very low resolution."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
+"Unless the [member shadow_atlas_size] is very high, the shadows in this "
+"quadrant will be very low resolution."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of objects in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of vertices in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of material changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of shader changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of surface changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of draw calls in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Amount of items or joined items in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Represents the size of the [enum RenderInfo] enum."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Objects are displayed normally."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Objects are displayed without light information."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Objected are displayed semi-transparent with additive blending so you can "
+"see where they intersect."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Objects are displayed in wireframe style."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Multisample anti-aliasing mode disabled. This is the default value."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Use 2x Multisample Antialiasing."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Use 4x Multisample Antialiasing."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Use 8x Multisample Antialiasing. Likely unsupported on low-end and older "
+"hardware."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end "
+"hardware."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates all buffers needed for drawing 2D scenes. This takes less VRAM "
+"than the 3D usage modes. Note that 3D rendering effects such as glow and HDR "
+"are not available when using this mode."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates buffers needed for 2D scenes without allocating a buffer for "
+"screen copy. Accordingly, you cannot read from the screen. Of the [enum "
+"Usage] types, this requires the least VRAM. Note that 3D rendering effects "
+"such as glow and HDR are not available when using this mode."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates full buffers for drawing 3D scenes and all 3D effects including "
+"buffers needed for 2D scenes and effects."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Allocates buffers needed for drawing 3D scenes. But does not allocate "
+"buffers needed for reading from the screen and post-processing effects. "
+"Saves some VRAM."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Always clear the render target before drawing."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid "Never clear the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml
+msgid ""
+"Clear the render target next frame, then switch to [constant "
+"CLEAR_MODE_NEVER]."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid "Control for holding [Viewport]s."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid ""
+"A [Container] node that holds a [Viewport], automatically setting its size.\n"
+"[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will "
+"cause its contents to appear distorted. To change its visual size without "
+"causing distortion, adjust the node's margins instead (if it's not already "
+"in a container)."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid ""
+"If [code]true[/code], the viewport will be scaled to the control's size."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml
+msgid ""
+"Divides the viewport's effective resolution by this value while preserving "
+"its scale. This can be used to speed up rendering.\n"
+"For example, a 1280×720 viewport with [member stretch_shrink] set to "
+"[code]2[/code] will be rendered at 640×360 while occupying the same size in "
+"the container.\n"
+"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
+"work."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml
+msgid "Texture which displays the content of a [Viewport]."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml
+msgid ""
+"Displays the content of a [Viewport] node as a dynamic [Texture]. This can "
+"be used to mix controls, 2D, and 3D elements in the same scene.\n"
+"To create a ViewportTexture in code, use the [method Viewport.get_texture] "
+"method on the target viewport."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml
+msgid ""
+"The path to the [Viewport] node to display. This is relative to the scene "
+"root, not to the node which uses the texture."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "Enables certain nodes only when approximately visible."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml
+msgid ""
+"The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes "
+"when they are not visible. It will only affect other nodes within the same "
+"scene as the VisibilityEnabler itself.\n"
+"If you just want to receive notifications, use [VisibilityNotifier] "
+"instead.\n"
+"[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance "
+"reasons. It doesn't take walls and other occlusion into account (unless you "
+"are using [Portal]s). The heuristic is an implementation detail and may "
+"change in future versions. If you need precise visibility checking, use "
+"another method such as adding an [Area] node as a child of a [Camera] node "
+"and/or [method Vector3.dot].\n"
+"[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene "
+"initialization."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"Returns whether the enabler identified by given [enum Enabler] constant is "
+"active."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"Sets active state of the enabler identified by given [enum Enabler] constant."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml
+msgid "If [code]true[/code], [RigidBody] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will pause [AnimationPlayer] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml
+msgid "This enabler will freeze [RigidBody] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
+msgid "Represents the size of the [enum Enabler] enum."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and "
+"other nodes when they are not visible. It will only affect nodes with the "
+"same root node as the VisibilityEnabler2D, and the root node itself.\n"
+"If you just want to receive notifications, use [VisibilityNotifier2D] "
+"instead.\n"
+"[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an "
+"approximate heuristic with precision determined by [member ProjectSettings."
+"world/2d/cell_size]. If you need precise visibility checking, use another "
+"method such as adding an [Area2D] node as a child of a [Camera2D] node.\n"
+"[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene "
+"initialization."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "If [code]true[/code], [Particles2D] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"If [code]true[/code], the parent's [method Node._physics_process] will be "
+"stopped."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"If [code]true[/code], the parent's [method Node._process] will be stopped."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will freeze [RigidBody2D] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will stop [Particles2D] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will stop the parent's [method Node._process] function."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid ""
+"This enabler will stop the parent's [method Node._physics_process] function."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml
+msgid "This enabler will stop [AnimatedSprite] nodes animations."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml
+msgid "Detects approximately when the node is visible on screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"The VisibilityNotifier detects when it is visible on the screen. It also "
+"notifies when its bounding rectangle enters or exits the screen or a "
+"[Camera]'s view.\n"
+"If you want nodes to be disabled automatically when they exit the screen, "
+"use [VisibilityEnabler] instead.\n"
+"[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for "
+"performance reasons. It doesn't take walls and other occlusion into account "
+"(unless you are using [Portal]s). The heuristic is an implementation detail "
+"and may change in future versions. If you need precise visibility checking, "
+"use another method such as adding an [Area] node as a child of a [Camera] "
+"node and/or [method Vector3.dot]."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"If [code]true[/code], the bounding box is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
+"once added to the scene tree, so this method will return [code]false[/code] "
+"right after it is instantiated, even if it will be on screen in the draw "
+"pass."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "The VisibilityNotifier's bounding box."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid ""
+"In addition to checking whether a node is on screen or within a [Camera]'s "
+"view, VisibilityNotifier can also optionally check whether a node is within "
+"a specified maximum distance when using a [Camera] with perspective "
+"projection. This is useful for throttling the performance requirements of "
+"nodes that are far away.\n"
+"[b]Note:[/b] This feature will be disabled if set to 0.0."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier enters the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml
+msgid "Emitted when the VisibilityNotifier exits the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid ""
+"The VisibilityNotifier2D detects when it is visible on the screen. It also "
+"notifies when its bounding rectangle enters or exits the screen or a "
+"viewport.\n"
+"If you want nodes to be disabled automatically when they exit the screen, "
+"use [VisibilityEnabler2D] instead.\n"
+"[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an "
+"approximate heuristic with precision determined by [member ProjectSettings."
+"world/2d/cell_size]. If you need precise visibility checking, use another "
+"method such as adding an [Area2D] node as a child of a [Camera2D] node."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid ""
+"If [code]true[/code], the bounding rectangle is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
+"once added to the scene tree, so this method will return [code]false[/code] "
+"right after it is instantiated, even if it will be on screen in the draw "
+"pass."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "The VisibilityNotifier2D's bounding rectangle."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D enters the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D exits the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml
+msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid "Parent of all visual 3D nodes."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The [VisualInstance] is used to connect a resource to a visual "
+"representation. All visual 3D nodes inherit from the [VisualInstance]. In "
+"general, you should not access the [VisualInstance] properties directly as "
+"they are accessed and managed by the nodes that inherit from "
+"[VisualInstance]. [VisualInstance] is the node representation of the "
+"[VisualServer] instance."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the [AABB] (also known as the bounding box) for this "
+"[VisualInstance]. See also [method get_transformed_aabb]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the RID of the resource associated with this [VisualInstance]. For "
+"example, if the Node is a [MeshInstance], this will return the RID of the "
+"associated [Mesh]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the RID of this instance. This RID is the same as the RID returned "
+"by [method VisualServer.instance_create]. This RID is needed if you want to "
+"call [VisualServer] functions directly on this [VisualInstance]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns [code]true[/code] when the specified layer is enabled in [member "
+"layers] and [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Returns the transformed [AABB] (also known as the bounding box) for this "
+"[VisualInstance].\n"
+"Transformed in this case means the [AABB] plus the position, rotation, and "
+"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"Sets the resource that is instantiated by this [VisualInstance], which "
+"changes how the engine handles the [VisualInstance] under the hood. "
+"Equivalent to [method VisualServer.instance_set_base]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid "Enables a particular layer in [member layers]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The render layer(s) this [VisualInstance] is drawn on.\n"
+"This object will only be visible for [Camera]s whose cull mask includes the "
+"render object this [VisualInstance] is set to."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "A script implemented in the Visual Script programming environment."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"A script implemented in the Visual Script programming environment. The "
+"script extends the functionality of all objects that instance it.\n"
+"[method Object.set_script] extends an existing object, if that object's "
+"class matches one of the script's base classes.\n"
+"You are most likely to use this class via the Visual Script editor or when "
+"writing plugins for it."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Add a custom signal with the specified name to the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Add a function with the specified name to the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Add a node to a function of the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Add a variable to the VisualScript, optionally giving it a default value or "
+"marking it as exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Add an argument to a custom signal added with [method add_custom_signal]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Get the count of a custom signal's arguments."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Get the name of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Get the type of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a specific custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Rename a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the type of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Swap two of the arguments of a custom signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Connect two data ports. The value of [code]from_node[/code]'s "
+"[code]from_port[/code] would be fed into [code]to_node[/code]'s "
+"[code]to_port[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Disconnect two data ports previously connected with [method data_connect]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns the id of a function's entry point node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns the position of the center of the screen for a given function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns a node given its id and its function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns a node's position in pixels."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns the default (initial) value of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a variable is exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Returns the information for a given variable as a dictionary. The "
+"information includes its name, type, hint and usage."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a signal exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether the specified data ports are connected."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a function exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a node exists with the given id."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether the specified sequence ports are connected."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Returns whether a variable exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a custom signal with the given name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a specific function and its nodes from the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a specific node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Remove a variable with the given name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the name of a custom signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the name of a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the name of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Connect two sequence ports. The execution will flow from of [code]from_node[/"
+"code]'s [code]from_output[/code] into [code]to_node[/code].\n"
+"Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
+"target node can have only one sequence port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Disconnect two sequence ports previously connected with [method "
+"sequence_connect]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Position the center of the screen for a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Set the base type of the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Position a node on the screen."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change the default (initial) value of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Change whether a variable is exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid ""
+"Set a variable's info, using the same format as [method get_variable_info]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml
+msgid "Emitted when the ports of a node are changed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid "A Visual Script node representing a constant from the base types."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid ""
+"A Visual Script node representing a constant from base types, such as "
+"[constant Vector3.AXIS_X]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid "The type to get the constant from."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
+msgid "The name of the constant to return."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "A Visual Script node used to call built-in functions."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"A built-in function used inside a [VisualScript]. It is usually a math "
+"function or an utility function.\n"
+"See also [@GDScript], for the same functions in the GDScript language."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "The function to be executed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the hyperbolic sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the hyperbolic cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the hyperbolic tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the arc sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the arc cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the arc tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the arc tangent of the input, using the signs of both parameters to "
+"determine the exact angle."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the square root of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the remainder of one input divided by the other, using floating-point "
+"numbers."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the positive remainder of one input divided by the other, using "
+"floating-point numbers."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input rounded down."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input rounded up."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input rounded to the nearest integer."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the absolute value of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the sign of the input, turning it into 1, -1, or 0. Useful to "
+"determine if the input is positive or negative."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input raised to a given power."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the natural logarithm of the input. Note that this is not the typical "
+"base-10 logarithm function calculators use."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the mathematical constant [b]e[/b] raised to the specified power of "
+"the input. [b]e[/b] has an approximate value of 2.71828."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return whether the input is NaN (Not a Number) or not. NaN is usually "
+"produced by dividing 0 by 0, though other ways exist."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return whether the input is an infinite floating-point number or not. "
+"Infinity is usually produced by dividing a number by 0, though other ways "
+"exist."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is "
+"ease-in, 1+ is ease out. Negative values are in-out/out in."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the number of digit places after the decimal that the first non-zero "
+"digit occurs."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the input snapped to a given step."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a number linearly interpolated between the first two inputs, based on "
+"the third input. Uses the formula [code]a + (a - b) * t[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Moves the number toward a value, based on the third input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the result of [code]value[/code] decreased by [code]step[/code] * "
+"[code]amount[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Randomize the seed (or the internal state) of the random number generator. "
+"Current implementation reseeds using a number based on time."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a random 32 bits integer value. To obtain a random value between 0 to "
+"N (where N is smaller than 2^32 - 1), you can use it with the remainder "
+"function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a random floating-point value between 0 and 1. To obtain a random "
+"value between 0 to N, you can use it with multiplication."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return a random floating-point value between the two inputs."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Set the seed for the random number generator."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return a random value from the given seed, along with the new seed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from degrees to radians."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from radians to degrees."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from linear volume to decibel volume."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input from decibel volume to linear volume."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the greater of the two numbers, also known as their maximum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the lesser of the two numbers, also known as their minimum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the input clamped inside the given range, ensuring the result is "
+"never outside it. Equivalent to [code]min(max(input, range_low), range_high)"
+"[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return the nearest power of 2 to the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Create a [WeakRef] from the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Create a [FuncRef] from the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert between types."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the type of the input as an integer. Check [enum Variant.Type] for "
+"the integers that might be returned."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Checks if a type is registered in the [ClassDB]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Return a character with the given ascii value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Convert the input to a string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Print the given string to the output window."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Print the given string to the standard error output."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Print the given string to the standard output, without adding a newline."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Serialize a [Variant] to a string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Serialize a [Variant] to a [PoolByteArray]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Deserialize a [Variant] from a [PoolByteArray] serialized using [constant "
+"VAR_TO_BYTES]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return the [Color] with the given name and alpha ranging from 0 to 1.\n"
+"[b]Note:[/b] Names are defined in [code]color_names.inc[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid ""
+"Return a number smoothly interpolated between the first two inputs, based on "
+"the third input. Similar to [constant MATH_LERP], but interpolates faster at "
+"the beginning and slower at the end. Using Hermite interpolation formula:\n"
+"[codeblock]\n"
+"var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
+"return t * t * (3.0 - 2.0 * t)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+msgid "Represents the size of the [enum BuiltinFunc] enum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid "Gets a constant from a given class."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid ""
+"This node returns a constant from a given class, such as [constant "
+"TYPE_INT]. See the given class' documentation for available constants.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]value[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid "The constant's parent class."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
+msgid ""
+"The constant to return. See the given class for its available constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "A Visual Script node used to annotate the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid ""
+"A Visual Script node used to display annotations in the script, so that code "
+"may be documented.\n"
+"Comment nodes can be resized so they encompass a group of nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "The text inside the comment node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "The comment node's size (in pixels)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml
+msgid "The comment node's title."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
+msgid "A Visual Script Node used to create array from a list of items."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
+msgid ""
+"A Visual Script Node used to compose array from the list of elements "
+"provided with custom in-graph UI hard coded in the VisualScript Editor."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCondition.xml
+msgid "A Visual Script node which branches the flow."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCondition.xml
+msgid ""
+"A Visual Script node that checks a [bool] input port. If [code]true[/code], "
+"it will exit via the \"true\" sequence port. If [code]false[/code], it will "
+"exit via the \"false\" sequence port. After exiting either, it exits via the "
+"\"done\" port. Sequence ports may be left disconnected.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]if (cond) is[/code]\n"
+"- Data (boolean): [code]cond[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]true[/code]\n"
+"- Sequence: [code]false[/code]\n"
+"- Sequence: [code]done[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid "Gets a contant's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid ""
+"This node returns a constant's value.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid "The constant's type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml
+msgid "The constant's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
+msgid "A Visual Script node which calls a base type constructor."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
+msgid ""
+"A Visual Script node which calls a base type constructor. It can be used for "
+"type conversion as well."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "A scripted Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "A custom Visual Script node which can be scripted in powerful ways."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the node's title."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the node's category."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the count of input value ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified input port's hint. See the [enum @GlobalScope."
+"PropertyHint] hints."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified input port's hint string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified input port's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified input port's type. See the [enum Variant.Type] values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the amount of output [b]sequence[/b] ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified [b]sequence[/b] output's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the amount of output value ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified output port's hint. See the [enum @GlobalScope."
+"PropertyHint] hints."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified output port's hint string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return the specified output port's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the specified output port's type. See the [enum Variant.Type] values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the custom node's text, which is shown right next to the input "
+"[b]sequence[/b] port (if there is none, on the place that is usually taken "
+"by it)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Return the size of the custom node's working memory. See [method _step] for "
+"more details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "Return whether the custom node has an input [b]sequence[/b] port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Execute the custom node's logic, returning the index of the output sequence "
+"port to use or a [String] when there is an error.\n"
+"The [code]inputs[/code] array contains the values of the input ports.\n"
+"[code]outputs[/code] is an array whose indices should be set to the "
+"respective outputs.\n"
+"The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], "
+"unless you have used the [code]STEP_*[/code] constants.\n"
+"[code]working_mem[/code] is an array which can be used to persist "
+"information between runs of the custom node. The size needs to be predefined "
+"using [method _get_working_memory_size].\n"
+"When returning, you can mask the returned value with one of the "
+"[code]STEP_*[/code] constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid "The start mode used the first time when [method _step] is called."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"The start mode used when [method _step] is called after coming back from a "
+"[constant STEP_PUSH_STACK_BIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"The start mode used when [method _step] is called after resuming from "
+"[constant STEP_YIELD_BIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that control should return to it when "
+"there is no other node left to execute.\n"
+"This is used by [VisualScriptCondition] to redirect the sequence to the "
+"\"Done\" port after the [code]true[/code]/[code]false[/code] branch has "
+"finished execution."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that control should return back, either "
+"hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that control should stop and exit the "
+"function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
+msgid ""
+"Hint used by [method _step] to tell that the function should be yielded.\n"
+"Using this requires you to have at least one working memory slot, which is "
+"used for the [VisualScriptFunctionState]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
+msgid ""
+"A Visual Script node which deconstructs a base type instance into its parts."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
+msgid "The type to deconstruct."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml
+msgid ""
+"Add a custom Visual Script node to the editor. It'll be placed under "
+"\"Custom Nodes\" with the [code]category[/code] as the parameter."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml
+msgid ""
+"Remove a custom Visual Script node from the editor. Custom nodes already "
+"placed on scripts won't be removed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml
+msgid "Emitted when a custom Visual Script node is added or removed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
+msgid "Emits a specified signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
+msgid ""
+"Emits a specified signal when it is executed.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]emit[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
+msgid "The signal to emit."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
+msgid "A Visual Script node returning a singleton from [@GlobalScope]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
+msgid "The singleton's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptExpression.xml
+msgid "A Visual Script node that can execute a custom expression."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptExpression.xml
+msgid ""
+"A Visual Script node that can execute a custom expression. Values can be "
+"provided for the input and the expression result can be retrieved from the "
+"output."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunction.xml
+msgid "A Visual Script node representing a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunction.xml
+msgid ""
+"[VisualScriptFunction] represents a function header. It is the starting "
+"point for the function body and can be used to tweak the function's "
+"properties (e.g. RPC mode)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "A Visual Script node for calling a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"[VisualScriptFunctionCall] is created when you add or drag and drop a "
+"function onto the Visual Script graph. It allows to tweak parameters of the "
+"call, e.g. what object the function is called on."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The script to be used when [member call_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"The base type to be used when [member call_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The type to be used when [member call_mode] is set to [constant "
+"CALL_MODE_BASIC_TYPE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"[code]call_mode[/code] determines the target object on which the method will "
+"be called. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The name of the function to be called."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"The node path to use when [member call_mode] is set to [constant "
+"CALL_MODE_NODE_PATH]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The mode for RPC calls. See [method Node.rpc] for more details and [enum "
+"RPCCallMode] for available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The singleton to call the method on. Used when [member call_mode] is set to "
+"[constant CALL_MODE_SINGLETON]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"Number of default arguments that will be used when calling the function. "
+"Can't be higher than the number of available default arguments in the "
+"method's declaration."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
+"ignored."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The method will be called on an instanced node with the given type and "
+"script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called on a singleton."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called locally."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called remotely."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called remotely using an unreliable protocol."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid "The method will be called remotely for the given peer."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
+msgid ""
+"The method will be called remotely for the given peer, using an unreliable "
+"protocol."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid "A Visual Script node representing a function state."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid ""
+"[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be "
+"used to resume a paused function call."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid ""
+"Connects this [VisualScriptFunctionState] to a signal in the given object to "
+"automatically resume when it's emitted."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid "Returns whether the function state is valid."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
+msgid "Resumes the function to run from the point it was yielded."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
+msgid "A Visual Script node returning a constant from [@GlobalScope]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
+msgid "The constant to be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
+msgid "A Visual Script node for getting a value from an array or a dictionary."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
+msgid ""
+"[VisualScriptIndexGet] will return the value stored in an array or a "
+"dictionary under the given index."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
+msgid "A Visual Script node for setting a value in an array or a dictionary."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
+msgid ""
+"[VisualScriptIndexSet] will set the value stored in an array or a dictionary "
+"under the given index to the provided new value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "A Visual Script node returning a state of an action."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid ""
+"[VisualScriptInputAction] can be used to check if an action is pressed or "
+"released."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "Name of the action."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "State of the action to check. See [enum Mode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] if action is pressed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] if action is released (i.e. not pressed)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] on the frame the action was pressed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
+msgid "[code]True[/code] on the frame the action was released."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIterator.xml
+msgid "Steps through items in a given input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIterator.xml
+msgid ""
+"This node steps through each item in a given input. Input can be any "
+"sequence data type, such as an [Array] or [String]. When each item has been "
+"processed, execution passed out the [code]exit[/code] Sequence port.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]for (elem) in (input)[/code]\n"
+"- Data (variant): [code]input[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]each[/code]\n"
+"- Sequence: [code]exit[/code]\n"
+"- Data (variant): [code]elem[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "A Visual Script virtual class for in-graph editable nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid ""
+"A Visual Script virtual class that defines the shape and the default "
+"behavior of the nodes that have to be in-graph editable nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Adds an input port to the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Adds an output port to the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Removes an input port from the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Removes an output port from the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the name of an input port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the type of an input port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the name of an output port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml
+msgid "Sets the type of an output port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+msgid "Gets a local variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+msgid ""
+"Returns a local variable's value. \"Var Name\" must be supplied, with an "
+"optional type.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid "The local variable's type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid "The local variable's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid "Changes a local variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
+msgid ""
+"Changes a local variable's value to the given input. The new value is also "
+"provided on an output Data port.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]set[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Commonly used mathematical constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid ""
+"Provides common math constants, such as Pi, on an output Data port.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "The math constant."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Unity: [code]1[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Pi: [code]3.141593[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Pi divided by two: [code]1.570796[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Tau: [code]6.283185[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid ""
+"Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Square root of two: [code]1.414214[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Infinity: [code]inf[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Not a number: [code]nan[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
+msgid "Represents the size of the [enum MathConstant] enum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "A node which is part of a [VisualScript]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid ""
+"A node which is part of a [VisualScript]. Not to be confused with [Node], "
+"which is a part of a [SceneTree]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid ""
+"Returns the default value of a given port. The default value is used when "
+"nothing is connected to the port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "Returns the [VisualScript] instance the node is bound to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid ""
+"Notify that the node's ports have changed. Usually used in conjunction with "
+"[VisualScriptCustomNode] ."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "Change the default value of a given port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml
+msgid "Emitted when the available input/output ports are changed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid "A Visual Script node that performs an operation on two values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid ""
+"[b]Input Ports:[/b]\n"
+"- Data (variant): [code]A[/code]\n"
+"- Data (variant): [code]B[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]result[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid ""
+"The operation to be performed. See [enum Variant.Operator] for available "
+"options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml
+msgid ""
+"The type of the values for this operation. See [enum Variant.Type] for "
+"available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml
+msgid "Creates a new [Resource] or loads one from the filesystem."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml
+msgid ""
+"Creates a new [Resource] or loads one from the filesystem.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (object): [code]res[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml
+msgid "The [Resource] to load."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid "A Visual Script node returning a value of a property from an [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"[VisualScriptPropertyGet] can return a value of any property from the "
+"current object or other objects."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The script to be used when [member set_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The base type to be used when [member set_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The type to be used when [member set_mode] is set to [constant "
+"CALL_MODE_BASIC_TYPE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The indexed name of the property to retrieve. See [method Object."
+"get_indexed] for details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The node path to use when [member set_mode] is set to [constant "
+"CALL_MODE_NODE_PATH]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The name of the property to retrieve. Changing this will clear [member "
+"index]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"[code]set_mode[/code] determines the target object from which the property "
+"will be retrieved. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid "The property will be retrieved from this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid "The property will be retrieved from the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The property will be retrieved from an instanced node with the given type "
+"and script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
+msgid ""
+"The property will be retrieved from a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "A Visual Script node that sets a property of an [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"[VisualScriptPropertySet] can set the value of any property from the current "
+"object or other objects."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The additional operation to perform when assigning. See [enum AssignOp] for "
+"options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The indexed name of the property to set. See [method Object.set_indexed] for "
+"details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The name of the property to set. Changing this will clear [member index]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"[code]set_mode[/code] determines the target object on which the property "
+"will be set. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be set on this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be set on the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be set on an instanced node with the given type and script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid "The property will be assigned regularly."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The value will be added to the property. Equivalent of doing [code]+=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The value will be subtracted from the property. Equivalent of doing [code]-"
+"=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be multiplied by the value. Equivalent of doing [code]*=[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be divided by the value. Equivalent of doing [code]/=[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A modulo operation will be performed on the property and the value. "
+"Equivalent of doing [code]%=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be binarly shifted to the left by the given value. "
+"Equivalent of doing [code]<<[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"The property will be binarly shifted to the right by the given value. "
+"Equivalent of doing [code]>>[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A binary [code]AND[/code] operation will be performed on the property. "
+"Equivalent of doing [code]&=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A binary [code]OR[/code] operation will be performed on the property. "
+"Equivalent of doing [code]|=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
+msgid ""
+"A binary [code]XOR[/code] operation will be performed on the property. "
+"Equivalent of doing [code]^=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid "Exits a function and returns an optional value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid ""
+"Ends the execution of a function and returns control to the calling "
+"function. Optionally, it can return a [Variant] value.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]result[/code] (optional)\n"
+"[b]Output Ports:[/b]\n"
+"none"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid "If [code]true[/code], the [code]return[/code] input port is available."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml
+msgid "The return value's data type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
+msgid "Node reference."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
+msgid ""
+"A direct reference to a node.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data: [code]node[/code] (obj)"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
+msgid "The node's path in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneTree.xml
+msgid "A Visual Script node for accessing [SceneTree] methods."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml
+msgid "Chooses between two input values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml
+msgid ""
+"Chooses between two input values based on a Boolean condition.\n"
+"[b]Input Ports:[/b]\n"
+"- Data (boolean): [code]cond[/code]\n"
+"- Data (variant): [code]a[/code]\n"
+"- Data (variant): [code]b[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]out[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml
+msgid "The input variables' type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelf.xml
+msgid "Outputs a reference to the current instance."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelf.xml
+msgid ""
+"Provides a reference to the node running the visual script.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (object): [code]instance[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml
+msgid "Executes a series of Sequence ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml
+msgid ""
+"Steps through a series of one or more output Sequence ports. The "
+"[code]current[/code] data port outputs the currently executing item.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]in order[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]1[/code]\n"
+"- Sequence: [code]2 - n[/code] (optional)\n"
+"- Data (int): [code]current[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml
+msgid "The number of steps in the sequence."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
+msgid "Calls a method called [code]_subcall[/code] in this object."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
+msgid ""
+"[VisualScriptSubCall] will call method named [code]_subcall[/code] in the "
+"current script. It will fail if the method doesn't exist or the provided "
+"arguments are wrong."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
+msgid "Called by this node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSwitch.xml
+msgid "Branches program flow based on a given input's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSwitch.xml
+msgid ""
+"Branches the flow based on an input's value. Use [b]Case Count[/b] in the "
+"Inspector to set the number of branches and each comparison's optional "
+"type.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]'input' is[/code]\n"
+"- Data (variant): [code]=[/code]\n"
+"- Data (variant): [code]=[/code] (optional)\n"
+"- Data (variant): [code]input[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence\n"
+"- Sequence (optional)\n"
+"- Sequence: [code]done[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid "A Visual Script node that casts the given value to another type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid ""
+"[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived "
+"type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid ""
+"The target script class to be converted to. If none, only the [member "
+"base_type] will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
+msgid "The target type to be converted to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
+msgid "Gets a variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
+msgid ""
+"Returns a variable's value. \"Var Name\" must be supplied, with an optional "
+"type.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]value[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
+msgid "The variable's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
+msgid "Changes a variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
+msgid ""
+"Changes a variable's value to the given input.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]set[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptWhile.xml
+msgid "Conditional loop."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptWhile.xml
+msgid ""
+"Loops while a condition is [code]true[/code]. Execution continues out the "
+"[code]exit[/code] Sequence port when the loop terminates.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]while(cond)[/code]\n"
+"- Data (bool): [code]cond[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]repeat[/code]\n"
+"- Sequence: [code]exit[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "A Visual Script node used to pause a function execution."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid ""
+"[VisualScriptYield] will pause the function call and return "
+"[VisualScriptFunctionState], which can be used to resume the function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid ""
+"The mode to use for yielding. See [enum YieldMode] for available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "Yields during an idle frame."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "Yields during a physics frame."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml
+msgid "Yields a function and waits the given time."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A Visual Script node yielding for a signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"[VisualScriptYieldSignal] will pause the function execution until the "
+"provided signal is emitted."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid ""
+"[code]call_mode[/code] determines the target object to wait for the signal "
+"emission. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "The signal name to be waited for."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A signal from this [Object] will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A signal from the given [Node] in the scene tree will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
+msgid "A signal from an instanced node with the given type will be used."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Server for anything visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Server for anything visible. The visual server is the API backend for "
+"everything visible. The whole scene system mounts on it to display.\n"
+"The visual server is completely opaque, the internals are entirely "
+"implementation specific and cannot be accessed.\n"
+"The visual server can be used to bypass the scene system entirely.\n"
+"Resources are created using the [code]*_create[/code] functions.\n"
+"All objects are drawn to a viewport. You can use the [Viewport] attached to "
+"the [SceneTree] or you can create one yourself with [method "
+"viewport_create]. When using a custom scenario or canvas, the scenario or "
+"canvas needs to be attached to the viewport using [method "
+"viewport_set_scenario] or [method viewport_attach_canvas].\n"
+"In 3D, all visual objects must be associated with a scenario. The scenario "
+"is a visual representation of the world. If accessing the visual server from "
+"a running game, the scenario can be accessed from the scene tree from any "
+"[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be "
+"created with [method scenario_create].\n"
+"Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
+"In 3D, all visible objects are comprised of a resource and an instance. A "
+"resource can be a mesh, a particle system, a light, or any other 3D object. "
+"In order to be visible resources must be attached to an instance using "
+"[method instance_set_base]. The instance must also be attached to the "
+"scenario using [method instance_set_scenario] in order to be visible.\n"
+"In 2D, all visible objects are some form of canvas item. In order to be "
+"visible, a canvas item needs to be the child of a canvas attached to a "
+"viewport, or it needs to be the child of another canvas item that is "
+"eventually attached to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets images to be rendered in the window margin."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets margin size, where black bars (or images, if [method "
+"black_bars_set_images] was used) are rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a camera and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]camera_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the cull mask associated with this camera. The cull mask describes "
+"which 3D layers are rendered by this camera. Equivalent to [member Camera."
+"cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the environment used by this camera. Equivalent to [member Camera."
+"environment]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets camera to use frustum projection. This mode allows adjusting the "
+"[code]offset[/code] argument to create \"tilted frustum\" effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets camera to use orthogonal projection, also known as orthographic "
+"projection. Objects remain the same size on the screen no matter how far "
+"away they are."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets camera to use perspective projection. Objects on the screen becomes "
+"smaller when they are far away."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets [Transform] of camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], preserves the horizontal aspect ratio which is "
+"equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves "
+"the vertical aspect ratio which is equivalent to [constant Camera."
+"KEEP_HEIGHT]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
+"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a circle command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If ignore is [code]true[/code], the VisualServer does not perform clipping."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a line command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a mesh command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its "
+"aabb at the moment."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a nine patch image to the [CanvasItem]'s draw commands.\n"
+"See [NinePatchRect] for more explanation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a particle system to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a polygon to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a polyline, which is a line from multiple points with a width, to the "
+"[CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a primitive to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n"
+"This sets the extra_matrix uniform when executed. This affects the later "
+"commands of the canvas item."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a textured rect to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a texture rect with region setting to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds a triangle array to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Clears the [CanvasItem] and removes all commands in it."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new [CanvasItem] and returns its [RID]. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]canvas_item_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets clipping for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Defines a custom drawing rectangle for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Enables the use of distance fields for GUI elements that are rendering "
+"distance field based fonts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets [CanvasItem] to be drawn behind its parent."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the index for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The light mask. See [LightOccluder2D] for more information on light masks."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a new material to the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color that modulates the [CanvasItem] and its children."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the parent for the [CanvasItem]. The parent can be another canvas item, "
+"or it can be the root canvas that is attached to the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color that modulates the [CanvasItem] without children."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets if [CanvasItem]'s children should be sorted by y-position."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [CanvasItem]'s [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets if the [CanvasItem] uses its parent's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets if the canvas item (including its children) is visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If this is enabled, the Z index of the parent will be added to the "
+"children's Z index."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are "
+"drawn first)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches the canvas light to the canvas. Removes it from its previous canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a canvas light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches a light occluder to the canvas. Removes it from its previous canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a light occluder and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_ocluder_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables light occluder."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a light occluder's polygon."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a light occluder's [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color for a light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables a canvas light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a canvas light's energy."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a canvas light's height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The binary mask used to determine which layers this canvas light's shadows "
+"affects. See [LightOccluder2D] for more information on light masks."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The layer range that gets rendered with this light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The mode of the light, see [enum CanvasLightMode] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the texture's scale factor of the light. Equivalent to [member Light2D."
+"texture_scale]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the width of the shadow buffer, size gets scaled to the next power of "
+"two for this."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color of the canvas light's shadow."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables the canvas light's shadow."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
+"constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the length of the shadow's gradient."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Smoothens the shadow. The lower, the smoother."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets texture to be used by light. Equivalent to [member Light2D.texture]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the offset of the light's texture. Equivalent to [member Light2D."
+"offset]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the canvas light's [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the Z range of objects that will be affected by this light. Equivalent "
+"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new light occluder polygon and adds it to the VisualServer. It can "
+"be accessed with the RID that is returned. This RID will be used in all "
+"[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets an occluder polygons cull mode. See [enum "
+"CanvasOccluderPolygonCullMode] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the shape of the occluder polygon."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the shape of the occluder polygon as lines."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"A copy of the canvas item will be drawn with a local offset of the mirroring "
+"[Vector2]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Modulates all colors in the given canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a directional light and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID can be used in most "
+"[code]light_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this directional light to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Draws a frame. [i]This method is deprecated[/i], please use [method "
+"force_draw] instead."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an environment and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]environment_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the values to be used with the \"Adjustment\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the ambient light parameters. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
+"background_mode]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Color displayed for clear areas of the scene (if using Custom color or "
+"Color+Sky background modes)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the intensity of the background color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the maximum layer to use if using Canvas background mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the values to be used with the \"DoF Far Blur\" post-process effect. "
+"See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the values to be used with the \"DoF Near Blur\" post-process effect. "
+"See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the scene fog. See [Environment] for more "
+"details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the fog depth effect. See [Environment] "
+"for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the fog height effect. See [Environment] "
+"for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"glow\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Sky] to be used as the environment's background when using "
+"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a custom field of view for the background [Sky]. Equivalent to [member "
+"Environment.background_sky_custom_fov]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
+"to [member Environment.background_sky_orientation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"Screen Space Ambient Occlusion "
+"(SSAO)\" post-process effect. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"screen space reflections\" post-"
+"process effect. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the variables to be used with the \"tonemap\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Removes buffers and clears testcubes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Forces a frame to be drawn when the function is called. Drawing a frame "
+"updates all [Viewport]s that are set to update. Use with extreme caution."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Synchronizes threads."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Tries to free an object in the VisualServer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a certain information, see [enum RenderInfo] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the id of the test cube. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the id of the test texture. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
+"SSE2\").\n"
+"[b]Note:[/b] When running a headless or server binary, this function returns "
+"an empty string."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
+"[b]Note:[/b] When running a headless or server binary, this function returns "
+"an empty string."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the id of a white texture. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a GI probe and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]gi_probe_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this GI probe to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the bias value for the GI probe. Bias is used to avoid self "
+"occlusion. Equivalent to [member GIProbeData.bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the axis-aligned bounding box that covers the full extent of the GI "
+"probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the data used by the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the dynamic range set for this GI probe. Equivalent to [member "
+"GIProbe.dynamic_range]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the energy multiplier for this GI probe. Equivalent to [member "
+"GIProbe.energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the normal bias for this GI probe. Equivalent to [member GIProbe."
+"normal_bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the propagation value for this GI probe. Equivalent to [member "
+"GIProbe.propagation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if the GI probe data associated with this GI probe "
+"is compressed. Equivalent to [member GIProbe.compress]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if the GI probe is set to interior, meaning it "
+"does not account for sky light. Equivalent to [member GIProbe.interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe."
+"bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the axis-aligned bounding box that covers the extent of the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the size of individual cells within the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the compression setting for the GI probe data. Compressed data will "
+"take up less space but may look worse. Equivalent to [member GIProbe."
+"compress]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the data to be used in the GI probe for lighting calculations. Normally "
+"this is created and called internally within the [GIProbe] node. You should "
+"not try to set this yourself."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the dynamic range of the GI probe. Dynamic range sets the limit for how "
+"bright lights can be. A smaller range captures greater detail but limits how "
+"bright lights can be. Equivalent to [member GIProbe.dynamic_range]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the energy multiplier for this GI probe. A higher energy makes the "
+"indirect light from the GI probe brighter. Equivalent to [member GIProbe."
+"energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the interior value of this GI probe. A GI probe set to interior does "
+"not include the sky when calculating lighting. Equivalent to [member GIProbe."
+"interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the normal bias for this GI probe. Normal bias behaves similar to the "
+"other form of bias and may help reduce self-occlusion. Equivalent to [member "
+"GIProbe.normal_bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the propagation of light within this GI probe. Equivalent to [member "
+"GIProbe.propagation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the to cell [Transform] for this GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if changes have been made to the VisualServer's "
+"data. [method draw] is usually called if this happens.\n"
+"As changes are registered as either high or low priority (e.g. dynamic "
+"shaders), this function takes an optional argument to query either low or "
+"high priority changes, or any changes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Not yet implemented. Always returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if the OS supports a certain feature. Features "
+"might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], "
+"[code]pvrtc[/code] and [code]skinning_fallback[/code].\n"
+"When rendering with GLES2, returns [code]true[/code] with "
+"[code]skinning_fallback[/code] in case the hardware doesn't support the "
+"default GPU skinning process."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
+"[method ImmediateGeometry.begin]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Clears everything that was set up between [method immediate_begin] and "
+"[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the color to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an immediate geometry and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]immediate_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this immediate geometry to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
+"ImmediateGeometry.end]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the material assigned to the [ImmediateGeometry]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the normal to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_normal]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the material to be used to draw the [ImmediateGeometry]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the tangent to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_tangent]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the UV to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_uv]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the UV2 to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_uv2]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds the next vertex using the information provided in advance. Equivalent "
+"to [method ImmediateGeometry.add_vertex]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds the next vertex using the information provided in advance. This is a "
+"helper class that calls [method immediate_vertex] under the hood. Equivalent "
+"to [method ImmediateGeometry.add_vertex]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Initializes the visual server. This function is called internally by "
+"platform-dependent code during engine initialization. If called from a "
+"running game, it will not do anything."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches a unique Object ID to instance. Object ID must be attached to "
+"instance for proper culling with [method instances_cull_aabb], [method "
+"instances_cull_convex], and [method instances_cull_ray]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Attaches a skeleton to an instance. Removes the previous skeleton from the "
+"instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a visual instance and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]instance_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"An instance is a way of placing a 3D object in the scenario. Objects like "
+"particles, meshes, and reflection probes need to be associated with an "
+"instance to be visible in the scenario using [method instance_set_base]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a visual instance, adds it to the VisualServer, and sets both base "
+"and scenario. It can be accessed with the RID that is returned. This RID "
+"will be used in all [code]instance_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Not implemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
+"Equivalent to [member GeometryInstance.cast_shadow]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
+"more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a material that will be rendered for all surfaces on top of active "
+"materials for the mesh associated with this instance. Equivalent to [member "
+"GeometryInstance.material_overlay]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a material that will override the material for all surfaces on the mesh "
+"associated with this instance. Equivalent to [member GeometryInstance."
+"material_override]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the base of the instance. A base can be any of the 3D objects that are "
+"created in the VisualServer that can be displayed. For example, any of the "
+"light types, mesh, multimesh, immediate geometry, particle system, "
+"reflection probe, lightmap capture, and the GI probe are all types that can "
+"be set as the base of an instance in order to be displayed in the scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the weight for a given blend shape associated with this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a custom AABB to use when culling objects from the view frustum. "
+"Equivalent to [method GeometryInstance.set_custom_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Function not implemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a margin to increase the size of the AABB when culling objects from the "
+"view frustum. This allows you to avoid culling objects that fall outside the "
+"view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the render layers that this instance will be drawn to. Equivalent to "
+"[member VisualInstance.layers]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the scenario that the instance is in. The scenario is the 3D world that "
+"the objects will be displayed in."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the material of a specific surface. Equivalent to [method MeshInstance."
+"set_surface_material]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the world space transform of the instance. Equivalent to [member "
+"Spatial.transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the lightmap to use with this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
+"visible]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns an array of object IDs intersecting with the provided AABB. Only "
+"visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns an array of object IDs intersecting with the provided convex shape. "
+"Only visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns an array of object IDs intersecting with the provided 3D ray. Only "
+"visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], this directional light will blend between shadow map "
+"splits resulting in a smoother transition between them. Equivalent to "
+"[member DirectionalLight.directional_shadow_blend_splits]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the shadow depth range mode for this directional light. Equivalent to "
+"[member DirectionalLight.directional_shadow_depth_range]. See [enum "
+"LightDirectionalShadowDepthRangeMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the shadow mode for this directional light. Equivalent to [member "
+"DirectionalLight.directional_shadow_mode]. See [enum "
+"LightDirectionalShadowMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether to use vertical or horizontal detail for this omni light. This "
+"can be used to alleviate artifacts in the shadow map. Equivalent to [member "
+"OmniLight.omni_shadow_detail]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
+"paraboloid is faster but may suffer from artifacts. Equivalent to [member "
+"OmniLight.omni_shadow_mode]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the bake mode for this light, see [enum LightBakeMode] for options. The "
+"bake mode affects how the light will be baked in [BakedLightmap]s and "
+"[GIProbe]s."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the cull mask for this Light. Lights only affect objects in the "
+"selected layers. Equivalent to [member Light.light_cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], light will subtract light instead of adding light. "
+"Equivalent to [member Light.light_negative]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the specified light parameter. See [enum LightParam] for options. "
+"Equivalent to [method Light.set_param]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], reverses the backface culling of the mesh. This can be "
+"useful when you have a flat mesh that has a light behind it. If you need to "
+"cast a shadow on both sides of the mesh, set the mesh to use double sided "
+"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
+"to [member Light.shadow_reverse_cull_face]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
+"shadow_enabled]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the color of the shadow cast by the light. Equivalent to [member Light."
+"shadow_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets whether GI probes capture light information from this light. "
+"[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This "
+"method is only kept for compatibility reasons and calls [method "
+"light_set_bake_mode] internally, setting the bake mode to [constant "
+"LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the "
+"given parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a lightmap capture and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]lightmap_capture_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this lightmap capture to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the size of the lightmap capture area."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the energy multiplier used by the lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the octree used by the lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the cell subdivision amount used by this lightmap capture's octree."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the cell transform for this lightmap capture's octree."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the area covered by the lightmap capture. Equivalent to "
+"[member BakedLightmapData.bounds]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the energy multiplier for this lightmap capture. Equivalent to [member "
+"BakedLightmapData.energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the \"interior\" mode for this lightmap capture. Equivalent to [member "
+"BakedLightmapData.interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the octree to be used by this lightmap capture. This function is "
+"normally used by the [BakedLightmap] node. Equivalent to [member "
+"BakedLightmapData.octree]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the subdivision level of this lightmap capture's octree. Equivalent to "
+"[member BakedLightmapData.cell_subdiv]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the octree cell transform for this lightmap capture's octree. "
+"Equivalent to [member BakedLightmapData.cell_space_transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns a mesh of a sphere with the given amount of horizontal and vertical "
+"subdivisions."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty material and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]material_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the value of a certain material's parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the default value for the param if available. Returns [code]null[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the shader of a certain material's shader. Returns an empty RID if "
+"the material doesn't have a shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a material's line width."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets an object's next material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a material's parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a material's render priority."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a shader material's shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
+"constants for types."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Removes all surfaces from a mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new mesh and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]mesh_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this mesh to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's blend shape count."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's blend shape mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's custom aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's number of surfaces."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Removes a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's blend shape count."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's blend shape mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's custom aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's vertex buffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's amount of indices."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's amount of vertices."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's buffer arrays."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's arrays for blend shapes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the format of a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Function is unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's index buffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a mesh's surface's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the primitive type of a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the aabb of a mesh's surface's skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a mesh's surface's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Updates a specific region of a vertex buffer for the specified surface. "
+"Warning: this function alters the vertex buffer directly with no safety "
+"mechanisms, you can easily corrupt your mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Allocates space for the multimesh data. Format parameters determine how the "
+"data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum "
+"MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. "
+"Equivalent to [member MultiMesh.instance_count]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new multimesh on the VisualServer and returns an [RID] handle. "
+"This RID will be used in all [code]multimesh_*[/code] VisualServer "
+"functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this multimesh to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Calculates and returns the axis-aligned bounding box that encloses all "
+"instances within the multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the number of instances allocated for this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the RID of the mesh that will be used in drawing this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the number of visible instances for this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the color by which the specified instance will be modulated."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the custom data associated with the specified instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the [Transform] of the specified instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns the [Transform2D] of the specified instance. For use when the "
+"multimesh is set to use 2D transforms."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the color by which this instance will be modulated. Equivalent to "
+"[method MultiMesh.set_instance_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the custom data for this instance. Custom data is passed as a [Color], "
+"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
+"[method MultiMesh.set_instance_custom_data]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
+"set_instance_transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Transform2D] for this instance. For use when multimesh is used in "
+"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets all data related to the instances in one go. This is especially useful "
+"when loading the data from disk or preparing the data from GDNative.\n"
+"\n"
+"All data is packed in one large float array. An array may look like this: "
+"Transform for instance 1, color data for instance 1, custom data for "
+"instance 1, transform for instance 2, color data for instance 2, etc.\n"
+"\n"
+"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
+"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
+"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
+"code] is stored as 4 floats."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
+"mesh]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the number of instances visible at a given time. If -1, all instances "
+"that have been allocated are drawn. Equivalent to [member MultiMesh."
+"visible_instance_count]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a new omni light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID can be used in most [code]light_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this omni light to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a particle system and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]particles_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach these particles to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Calculates and returns the axis-aligned bounding box that contains all the "
+"particles. Equivalent to [method Particles.capture_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns [code]true[/code] if particles are currently set to emitting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns [code]true[/code] if particles are not emitting and particles are "
+"set to inactive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Add particle system to list of particle systems that need to be updated. "
+"Update will take place on the next frame, or on the next call to [method "
+"instances_cull_aabb], [method instances_cull_convex], or [method "
+"instances_cull_ray]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Reset the particles on the next update. Equivalent to [method Particles."
+"restart]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the number of particles to be drawn and allocates the memory for them. "
+"Equivalent to [member Particles.amount]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a custom axis-aligned bounding box for the particle system. Equivalent "
+"to [member Particles.visibility_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the draw order of the particles to one of the named enums from [enum "
+"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent "
+"to [member Particles.draw_order]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the mesh to be used for the specified draw pass. Equivalent to [member "
+"Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
+"draw_pass_3], and [member Particles.draw_pass_4]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the number of draw passes to use. Equivalent to [member Particles."
+"draw_passes]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [Transform] that will be used by the particles when they first emit."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], particles will emit over time. Setting to false does "
+"not reset the particles, but only stops their emission. Equivalent to "
+"[member Particles.emitting]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the frame rate that the particle system rendering will be fixed to. "
+"Equivalent to [member Particles.fixed_fps]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], uses fractional delta which smooths the movement of "
+"the particles. Equivalent to [member Particles.fract_delta]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the lifetime of each particle in the system. Equivalent to [member "
+"Particles.lifetime]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], particles will emit once and then stop. Equivalent to "
+"[member Particles.one_shot]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the preprocess time for the particles' animation. This lets you delay "
+"starting an animation until after the particles have begun emitting. "
+"Equivalent to [member Particles.preprocess]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the material for processing the particles.\n"
+"[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
+"to [member Particles.process_material]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the emission randomness ratio. This randomizes the emission of "
+"particles within their phase. Equivalent to [member Particles.randomness]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the speed scale of the particle system. Equivalent to [member Particles."
+"speed_scale]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
+"they use global coordinates. Equivalent to [member Particles.local_coords]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a reflection probe and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]reflection_probe_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this reflection probe to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
+"to [member ReflectionProbe.interior_enable]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the render cull mask for this reflection probe. Only instances with a "
+"matching cull mask will be rendered by this probe. Equivalent to [member "
+"ReflectionProbe.cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], uses box projection. This can make reflections look "
+"more correct in certain situations. Equivalent to [member ReflectionProbe."
+"box_projection]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], computes shadows in the reflection probe. This makes "
+"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
+"enable_shadows]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the area that the reflection probe will capture. Equivalent "
+"to [member ReflectionProbe.extents]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the intensity of the reflection probe. Intensity modulates the strength "
+"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the ambient light color for this reflection probe when set to interior "
+"mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the energy multiplier for this reflection probes ambient light "
+"contribution when set to interior mode. Equivalent to [member "
+"ReflectionProbe.interior_ambient_energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the contribution value for how much the reflection affects the ambient "
+"light for this reflection probe when set to interior mode. Useful so that "
+"ambient light matches the color of the room. Equivalent to [member "
+"ReflectionProbe.interior_ambient_contrib]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the max distance away from the probe an object can be before it is "
+"culled. Equivalent to [member ReflectionProbe.max_distance]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the origin offset to be used when this reflection probe is in box "
+"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets how often the reflection probe updates. Can either be once or every "
+"frame. See [enum ReflectionProbeUpdateMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Schedules a callback to the corresponding named [code]method[/code] on "
+"[code]where[/code] after a frame has been drawn.\n"
+"The callback method must use only 1 argument which will be called with "
+"[code]userdata[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a scenario and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]scenario_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"The scenario is the 3D world that all the visual instances exist in."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
+"ScenarioDebugMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the environment that will be used with this scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the fallback environment to be used by this scenario. The fallback "
+"environment is used if no environment is set. Internally, this is used by "
+"the editor to provide a default environment."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the reflection atlas shared by all reflection probes in "
+"this scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a boot image. The color defines the background color. If [code]scale[/"
+"code] is [code]true[/code], the image will be scaled to fit the screen size. "
+"If [code]use_filter[/code] is [code]true[/code], the image will be scaled "
+"with linear interpolation. If [code]use_filter[/code] is [code]false[/code], "
+"the image will be scaled with nearest-neighbor interpolation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the engine will generate wireframes for use with the "
+"wireframe debug mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the default clear color which is used when a specific clear color has "
+"not been selected."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If asynchronous shader compilation is enabled, this controls whether "
+"[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n"
+"For instance, you may want to enable this temporarily before taking a "
+"screenshot. This ensures everything is visible even if shaders with async "
+"mode [i]hidden[/i] are not ready yet.\n"
+"Reflection probes use this internally to ensure they capture everything "
+"regardless the shaders are ready or not."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the scale to apply to the passage of time for the shaders' [code]TIME[/"
+"code] builtin.\n"
+"The default value is [code]1.0[/code], which means [code]TIME[/code] will "
+"count the real time as it goes by, without narrowing or stretching it."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Enables or disables occlusion culling."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty shader and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]shader_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a shader's code."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a default texture from a shader searched by name."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the parameters of a shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a shader's code."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a shader's default texture. Overwrites the texture given by name."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Allocates the GPU buffers for this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the [Transform] set for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [Transform] for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the [Transform2D] for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a skeleton and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]skeleton_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the number of bones allocated for this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty sky and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]sky_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a sky's texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a spot light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID can be used in most [code]light_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this spot light to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Allocates the GPU memory for the texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Binds the texture to a texture slot."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty texture and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]texture_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates a texture, allocates the space for an image, and fills in the image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns a list of all the textures and their information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns a copy of a texture's image unless it's a CubeMap, in which case it "
+"returns the [RID] of the image at one of the cubes sides."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the depth of the texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the flags of a texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the format of the texture's image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the texture's height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the texture's path."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the opengl id of the texture's image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the type of the texture, can be any of the [enum TextureType]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the texture's width."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the texture's image data. If it's a CubeMap, it sets the image data at "
+"a cube side."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a part of the data for a texture. Warning: this function calls the "
+"underlying graphics API directly and may corrupt your texture if used "
+"improperly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the texture's flags. See [enum TextureFlags] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the texture's path."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an update link between two textures, similar to how "
+"[ViewportTexture]s operate. When the base texture is the texture of a "
+"[Viewport], every time the viewport renders a new frame, the proxy texture "
+"automatically receives an update.\n"
+"For example, this code links a generic [ImageTexture] to the texture output "
+"of the [Viewport] using the VisualServer API:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var viewport_rid = get_viewport().get_viewport_rid()\n"
+" var viewport_texture_rid = VisualServer."
+"viewport_get_texture(viewport_rid)\n"
+"\n"
+" var proxy_texture = ImageTexture.new()\n"
+" var viewport_texture_image_data = VisualServer."
+"texture_get_data(viewport_texture_rid)\n"
+"\n"
+" proxy_texture.create_from_image(viewport_texture_image_data)\n"
+" var proxy_texture_rid = proxy_texture.get_rid()\n"
+" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
+"\n"
+" $TextureRect.texture = proxy_texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], sets internal processes to shrink all image data to "
+"half the size."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the image will be stored in the texture's images array "
+"if overwritten."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a viewport's camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets a viewport's canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
+"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
+"viewport does not use a framebuffer and the contents of the viewport are "
+"rendered directly to screen. However, note that the root viewport is drawn "
+"last, therefore it will draw over the screen. Accordingly, you must set the "
+"root viewport to an area that does not cover the area that you have attached "
+"this viewport to.\n"
+"For example, you can set the root viewport to not render at all with the "
+"following code:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" get_viewport().set_attach_to_screen_rect(Rect2())\n"
+" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
+"[/codeblock]\n"
+"Using this can result in significant optimization, especially on lower-end "
+"devices. However, it comes at the cost of having to manage your viewports "
+"manually. For further optimization, see [method "
+"viewport_set_render_direct_to_screen]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Creates an empty viewport and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]viewport_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Detaches the viewport from the screen."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Returns a viewport's render information. For options, see the [enum "
+"ViewportRenderInfo] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Returns the viewport's last rendered frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Detaches a viewport from a canvas and vice versa."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the stacking order for a viewport's canvas.\n"
+"[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] "
+"specifies the stacking order of the canvas among those in the same layer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the transformation of a viewport's canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], rendering of a viewport's environment is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the viewport's global transformation matrix."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
+"instead of standard dynamic range (SDR). See also [method "
+"viewport_set_use_32_bpc_depth].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], the viewport's canvas is not rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Currently unimplemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the viewport's parent to another viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], render the contents of the viewport directly to "
+"screen. This allows a low-level optimization where you can skip drawing a "
+"viewport to the root viewport. While this optimization can result in a "
+"significant increase in speed (especially on older devices), it comes at a "
+"cost of usability. When this is enabled, you cannot read from the viewport "
+"or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of "
+"certain window settings, such as the various stretch modes. Another "
+"consequence to be aware of is that in 2D the rendering happens in window "
+"coordinates, so if you have a viewport that is double the size of the "
+"window, and you set this, then only the portion that fits within the window "
+"will be drawn, no automatic scaling is possible, even if your game scene is "
+"significantly larger than the window size."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets a viewport's scenario.\n"
+"The scenario contains information about the [enum ScenarioDebugMode], "
+"environment information, reflection atlas etc."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the shadow atlas quadrant's subdivision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the size of the shadow atlas's images (used for omni and spot lights). "
+"The value will be rounded up to the nearest power of 2."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If "
+"set to a value greater than [code]0.0[/code], contrast-adaptive sharpening "
+"will be applied to the 3D viewport. This has a low performance cost and can "
+"be used to recover some of the sharpness lost from using FXAA. Values around "
+"[code]0.5[/code] generally give the best results. See also [method "
+"viewport_set_use_fxaa]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sets the viewport's width and height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the viewport renders its background as transparent."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
+"constants for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], allocates the viewport's framebuffer with full "
+"floating-point precision (32-bit) instead of half floating-point precision "
+"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
+"on the same [Viewport] to set HDR to [code]true[/code].\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], the viewport uses augmented or virtual reality "
+"technologies. See [ARVRInterface]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible. In some cases, debanding may introduce a "
+"slightly noticeable dithering pattern. It's recommended to enable debanding "
+"only when actually needed since the dithering pattern will make lossless-"
+"compressed screenshots larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must "
+"also be [code]true[/code] for debanding to be effective."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Enables fast approximate antialiasing for this viewport. FXAA is a popular "
+"screen-space antialiasing method, which is fast but will make the image look "
+"blurry, especially at lower resolutions. It can still work relatively well "
+"at large resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [method "
+"viewport_set_sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"If [code]false[/code], disables rendering completely, but the engine logic "
+"is still being processed. You can call [method force_draw] to draw a frame "
+"even with rendering disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Emitted at the end of the frame, after the VisualServer has finished "
+"updating all the Viewports."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Emitted at the beginning of the frame, before the VisualServer updates all "
+"the Viewports."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks an error that shows that the index array is empty."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of weights/bones per vertex."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The minimum Z-layer for canvas items."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The maximum Z-layer for canvas items."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Max number of glow levels that can be used with glow post-process effect."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Unused enum in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The minimum renderpriority of all materials."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The maximum renderpriority of all materials."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the left side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the right side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the bottom side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the top side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the front side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Marks the back side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Normal texture with 2 dimensions, width and height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Texture made up of six faces, can be looked up with a [code]vec3[/code] in "
+"shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "An array of 2-dimensional textures."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "A 3-dimensional texture with width, height, and depth."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Repeats the texture (instead of clamp to edge)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Repeats the texture with alternate sections mirrored."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant "
+"TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shader is a 3D shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shader is a 2D shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shader is a particle shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum ShaderMode] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a vertex array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a normal array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a tangent array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is a color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is an UV coordinates array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is an UV coordinates array for the second UV coordinates."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array contains bone information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is weight information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Array is index array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a vertex array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a normal array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a tangent array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark an UV coordinates array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Flag used to mark an UV coordinates array for the second UV coordinates."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a bone information array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a weights array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark an index array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
+"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
+"ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant "
+"ARRAY_COMPRESS_WEIGHTS], and [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of points."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of lines."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of a line strip from start to end."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Primitive to draw consists of a line loop (a line strip with a line between "
+"the last and the first vertex)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Primitive to draw consists of triangles."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Primitive to draw consists of a triangle strip (the last 3 vertices are "
+"always combined to make a triangle)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Primitive to draw consists of a triangle strip (the last 2 vertices are "
+"always combined with the first to make a triangle)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum PrimitiveType] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Is a directional (sun) light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Is an omni light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Is a spot light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's energy."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Secondary multiplier used with indirect light (light bounces)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The light's size, currently only used for soft shadows in baked lightmaps."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's influence on specularity."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's range."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light's attenuation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The spotlight's angle."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The spotlight's attenuation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Scales the shadow color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Max distance that shadows will be rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Proportion of shadow atlas occupied by the first split."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Proportion of shadow atlas occupied by the second split."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Proportion of shadow atlas occupied by the third split. The fourth split "
+"occupies the rest."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Normal bias used to offset shadow lookup by object normal. Can be used to "
+"fix self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Bias the shadow lookup to fix self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Increases bias on further splits to fix self-shadowing that only occurs far "
+"away from the camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum LightParam] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use a dual paraboloid shadow map for omni lights."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use a cubemap shadow map for omni lights. Slower but better quality than "
+"dual paraboloid."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use more detail vertically when computing shadow map."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use more detail horizontally when computing shadow map."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use orthogonal shadow projection for directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use 2 splits for shadow projection when using directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use 4 splits for shadow projection when using directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Keeps shadows stable as camera moves but has lower effective resolution."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Optimize use of shadow maps, increasing the effective resolution. But may "
+"result in shadows moving or flickering slightly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Do not update the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Update the viewport once then set to disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Update the viewport whenever it is visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Always update the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The viewport is always cleared before drawing."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The viewport is never cleared before drawing."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The viewport is cleared once, then the clear mode is set to [constant "
+"VIEWPORT_CLEAR_NEVER]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 2×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 4×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 8×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Multisample antialiasing is set to 16×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Multisample antialiasing is set to 2× on external texture. Special mode for "
+"GLES2 Android VR (Oculus Quest and Go)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Multisample antialiasing is set to 4× on external texture. Special mode for "
+"GLES2 Android VR (Oculus Quest and Go)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport does not render 3D but samples."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport does not render 3D and does not sample."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport renders 3D with effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The Viewport renders 3D but without effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of objects drawn in a single frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of vertices drawn in a single frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of material changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of shader changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of surface changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of draw calls during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of 2d items drawn this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Number of 2d draw calls during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum ViewportRenderInfo] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Debug draw is disabled. Default setting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Debug draw sets objects to unshaded."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Overwrites clear color to [code](0,0,0,0)[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Debug draw draws objects in wireframe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Do not use a debug mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Draw all objects as wireframe models."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Draw all objects in a way that displays how much overdraw is occurring. "
+"Overdraw occurs when a section of pixels is drawn and shaded and then "
+"another object covers it up. To optimize a scene, you should reduce overdraw."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Draw all objects without shading. Equivalent to setting all objects shaders "
+"to [code]unshaded[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance does not have a type."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is an immediate geometry."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a particle emitter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a reflection probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The instance is a lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum InstanceType] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"A combination of the flags of geometry instances (mesh, multimesh, immediate "
+"and particles)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Allows the instance to be used in baked lighting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "When set, manually requests to draw geometry on next frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum InstanceFlags] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Disable shadows from this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Cast shadows from this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Disable backface culling when rendering the shadow of the object. This is "
+"slightly slower but may result in more correct shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Only render the shadows from the object. The object itself will not be drawn."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The nine patch gets stretched where needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The nine patch gets filled with tiles where needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The nine patch gets filled with tiles where needed and stretches them a bit "
+"if needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds light color additive to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Adds light color subtractive to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light adds color depending on transparency."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The light adds color depending on mask."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Do not apply a filter to canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF3 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF5 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF7 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF9 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use PCF13 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Culling of the canvas occluder is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Culling of the canvas occluder is clockwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Culling of the canvas occluder is counterclockwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of objects in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of vertices in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of modified materials in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of shader rebinds in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"The peak amount of shaders that have been under compilation in the frame.\n"
+"This is useful to know when asynchronous shader compilation has finished for "
+"the current shaders on screen.\n"
+"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
+"compilations when this value is zero for at least two frames in a row.\n"
+"Unimplemented in the GLES2 rendering backend, always returns 0."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of surface changes in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of draw calls in frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of 2d items in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "The amount of 2d draw calls in frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use [Transform2D] to store MultiMesh transform."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use [Transform] to store MultiMesh transform."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh does not use per-instance color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"MultiMesh color uses 8 bits per component. This packs the color into a "
+"single float."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh color uses a float per channel."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh does not use custom data."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"MultiMesh custom data uses 8 bits per component. This packs the 4-component "
+"custom data into a single float."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "MultiMesh custom data uses a float per component."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Reflection probe will update reflections once and then stop."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Reflection probe will update each frame. This mode is necessary to capture "
+"moving objects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Draw particles in the order that they appear in the particles array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sort particles based on their lifetime."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Sort particles based on their distance to the camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use the clear color as background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use a specified color as the background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use a sky resource for the background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use a custom color for background, but use a sky for shading and reflections."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use a specified canvas layer as the background. This can be useful for "
+"instantiating a 2D scene in a 3D world."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Do not clear the background, use whatever was rendered last frame as the "
+"background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Represents the size of the [enum EnvironmentBG] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use lowest blur quality. Fastest, but may look bad."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Use medium blur quality."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Used highest blur quality. Looks the best, but is the slowest."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Add the effect of the glow on top of the scene."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Blends the glow effect with the screen. Does not get as bright as additive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Produces a subtle color disturbance around objects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Shows the glow effect by itself without the underlying scene."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Output color as they came in. This can cause bright lighting to look blown "
+"out, with noticeable clipping in the output colors."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
+"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
+"clipping bright highlights, but the resulting image can look a bit dull."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
+"resulting image that usually looks more vivid than [constant "
+"ENV_TONE_MAPPER_REINHARD]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the legacy Godot version of the Academy Color Encoding System "
+"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
+"ACES does not handle bright lighting in a physically accurate way. ACES "
+"typically has a more contrasted output compared to [constant "
+"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
+"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
+"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
+"expensive than other options, but it handles bright lighting in a more "
+"realistic fashion by desaturating it as it becomes brighter. ACES typically "
+"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
+"and [constant ENV_TONE_MAPPER_FILMIC]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Lowest quality of screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Medium quality screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Highest quality screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Disables the blur set for SSAO. Will make SSAO look noisier."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Perform a 1x1 blur on the SSAO output."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Performs a 2x2 blur on the SSAO output."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Used to query for any changes that request a redraw, whatever the priority."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid ""
+"Registered changes which have low priority can be optionally prevented from "
+"causing editor redraws. Examples might include dynamic shaders (typically "
+"using the [code]TIME[/code] built-in)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
+msgid "Registered changes which can cause a redraw default to high priority."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A custom shader program with a visual editor."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"This class allows you to define a custom shader program that can be used for "
+"various materials to render objects.\n"
+"The visual shader editor creates the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Adds the specified node to the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Returns [code]true[/code] if the specified nodes and ports can be connected "
+"together."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Connects the specified nodes and ports."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Connects the specified nodes and ports, even if they can't be connected. "
+"Such connection is invalid and will not function properly."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Returns the shader node instance with specified [code]type[/code] and "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Returns the list of connected nodes with the specified type."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Returns the list of all nodes in the shader with the specified type."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Returns the position of the specified node within the shader graph."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid ""
+"Returns [code]true[/code] if the specified node and port connection exist."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Removes the specified node from the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Sets the mode of this shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Sets the position of the specified node."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "The offset vector of the whole graph."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A vertex shader, operating on vertices."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A fragment shader, operating on fragments (pixels)."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "A shader for light calculations."
+msgstr ""
+
+#: doc/classes/VisualShader.xml
+msgid "Represents the size of the [enum Type] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Base class for nodes in a visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Visual shader graphs consist of various nodes. Each node in the graph is a "
+"separate object and they are represented as a rectangular boxes with title "
+"and a set of properties. Each node has also connection ports that allow to "
+"connect it to another nodes and control the flow of the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Returns an [Array] containing default values for all of the input ports of "
+"the node in the form [code][index0, value0, index1, value1, ...][/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Returns the default value of the input [code]port[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Sets the default input ports values using an [Array] of the form [code]"
+"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
+"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Sets the default value for the selected input [code]port[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Sets the output port index which will be showed for preview. If set to "
+"[code]-1[/code] no port will be open for preview."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Emitted when the node requests an editor refresh. Currently called only in "
+"setter of [member VisualShaderNodeTexture.source], "
+"[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their "
+"derivatives)."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Floating-point scalar. Translated to [code]float[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"3D vector of floating-point values. Translated to [code]vec3[/code] type in "
+"shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid ""
+"Sampler type. Translated to reference of sampler uniform in shader code. Can "
+"only be used for input ports in non-uniform nodes."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml
+msgid "Represents the size of the [enum PortType] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml
+msgid "A boolean constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml
+msgid ""
+"Has only one output port and no inputs.\n"
+"Translated to [code]bool[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml
+msgid "A boolean constant which represents a state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+msgid "A boolean uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+msgid "Translated to [code]uniform bool[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+#: doc/classes/VisualShaderNodeColorUniform.xml
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "A default value to be assigned within the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml
+#: doc/classes/VisualShaderNodeColorUniform.xml
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "Enables usage of the [member default_value]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml
+msgid "A [Color] constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml
+msgid ""
+"Has two output ports representing RGB and alpha channels of [Color].\n"
+"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
+"shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml
+msgid "A [Color] constant which represents a state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid "A [Color] function to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"Accept a [Color] to the input port and transform it according to [member "
+"function]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"A function to be applied to the input color. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"Converts the color to grayscale using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float max1 = max(c.r, c.g);\n"
+"float max2 = max(max1, c.b);\n"
+"float max3 = max(max1, max2);\n"
+"return vec3(max3, max3, max3);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml
+msgid ""
+"Applies sepia tone effect using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
+"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
+"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
+"return vec3(r, g, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid "A [Color] operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid "Applies [member operator] to two color inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"An operator to be applied to the inputs. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a screen effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a difference effect with the following formula:\n"
+"[codeblock]\n"
+"result = abs(a - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a darken effect with the following formula:\n"
+"[codeblock]\n"
+"result = min(a, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a lighten effect with the following formula:\n"
+"[codeblock]\n"
+"result = max(a, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce an overlay effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = 2.0 * base * blend;\n"
+" } else {\n"
+" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a dodge effect with the following formula:\n"
+"[codeblock]\n"
+"result = a / (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a burn effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a soft light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (blend + 0.5);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml
+msgid ""
+"Produce a hard light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (2.0 * blend);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorUniform.xml
+msgid "A [Color] uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorUniform.xml
+msgid "Translated to [code]uniform vec4[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A comparison function for common types within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
+"function]. Returns a boolean scalar. Translates to [code]if[/code] "
+"instruction in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Extra condition which is applied if [member type] is set to [constant "
+"CTYPE_VECTOR]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A comparison function. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"The type to be used in the comparison. See [enum ComparisonType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A floating-point scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A 3D vector type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A boolean type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "A transform ([code]mat4[/code]) type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "Comparison for equality ([code]a == b[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid "Comparison for inequality ([code]a != b[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used "
+"if [member type] set to [constant CTYPE_BOOLEAN] or [constant "
+"CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"Comparison for less than or equal ([code]a < b[/code]). Cannot be used if "
+"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"The result will be true if all of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml
+msgid ""
+"The result will be true if any of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid "A [CubeMap] sampling node to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
+"Returns a color vector and alpha channel as scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as "
+"[member source]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Defines which source should be used for the sampling. See [enum Source] for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Defines the type of data provided by the source texture. See [enum "
+"TextureType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Use the [CubeMap] set via [member cube_map]. If this is set to [member "
+"source], the [code]samplerCube[/code] port is ignored."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+msgid ""
+"Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] "
+"port. If this is set to [member source], the [member cube_map] texture is "
+"ignored."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTexture.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "No hints are added to the uniform declaration."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTexture.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
+"sRGB to linear conversion."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml
+#: doc/classes/VisualShaderNodeTexture.xml
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
+"internally converts the texture for proper usage as normal map."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMapUniform.xml
+msgid "A [CubeMap] uniform node to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMapUniform.xml
+msgid ""
+"Translated to [code]uniform samplerCube[/code] in the shader language. The "
+"output value can be used as port for [VisualShaderNodeCubeMap]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
+"Shader Editor."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"By inheriting this class you can create a custom [VisualShader] script addon "
+"which will be automatically added to the Visual Shader Editor. The "
+"[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
+"methods.\n"
+"In order for the node to be registered as an editor addon, you must use the "
+"[code]tool[/code] keyword and provide a [code]class_name[/code] for your "
+"custom script. For example:\n"
+"[codeblock]\n"
+"tool\n"
+"extends VisualShaderNodeCustom\n"
+"class_name VisualShaderNodeNoise\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the category of the associated custom node in "
+"the Visual Shader Editor's members dialog. The path may look like "
+"[code]\"MyGame/MyFunctions/Noise\"[/code].\n"
+"Defining this method is [b]optional[/b]. If not overridden, the node will be "
+"filed under the \"Custom\" category."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the actual shader code of the associated "
+"custom node. The shader code should be returned as a string, which can have "
+"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
+"used for convenience).\n"
+"The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the "
+"string names of the various input and output variables, as defined by "
+"[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
+"this class.\n"
+"The output ports can be assigned values in the shader code. For example, "
+"[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
+"You can customize the generated code based on the shader [code]mode[/code] "
+"(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader."
+"Type]).\n"
+"Defining this method is [b]required[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the description of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to add shader code on top of the global shader, to "
+"define your own standard library of reusable methods, varyings, constants, "
+"uniforms, etc. The shader code should be returned as a string, which can "
+"have multiple lines (the [code]\"\"\"[/code] multiline string construct can "
+"be used for convenience).\n"
+"Be careful with this functionality as it can cause name conflicts with other "
+"custom nodes, so be sure to give the defined entities unique names.\n"
+"You can customize the generated code based on the shader [code]mode[/code] "
+"(see [enum Shader.Mode]).\n"
+"Defining this method is [b]optional[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the amount of input ports of the associated "
+"custom node.\n"
+"Defining this method is [b]required[/b]. If not overridden, the node has no "
+"input ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the names of input ports of the associated "
+"custom node. The names are used both for the input slots in the editor and "
+"as identifiers in the shader code, and are passed in the [code]input_vars[/"
+"code] array in [method _get_code].\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"input ports are named as [code]\"in\" + str(port)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the returned type of each input port of the "
+"associated custom node (see [enum VisualShaderNode.PortType] for possible "
+"types).\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
+"type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the name of the associated custom node in the "
+"Visual Shader Editor's members dialog and graph.\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"the node will be named as \"Unnamed\"."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the amount of output ports of the associated "
+"custom node.\n"
+"Defining this method is [b]required[/b]. If not overridden, the node has no "
+"output ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the names of output ports of the associated "
+"custom node. The names are used both for the output slots in the editor and "
+"as identifiers in the shader code, and are passed in the [code]output_vars[/"
+"code] array in [method _get_code].\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"output ports are named as [code]\"out\" + str(port)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the returned type of each output port of the "
+"associated custom node (see [enum VisualShaderNode.PortType] for possible "
+"types).\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
+"type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the return icon of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]. If not overridden, no return icon "
+"is shown."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml
+msgid ""
+"Override this method to define the subcategory of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]. If not overridden, the node will be "
+"filed under the root of the main category (see [method _get_category])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDeterminant.xml
+msgid ""
+"Calculates the determinant of a [Transform] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDeterminant.xml
+msgid "Translates to [code]determinant(x)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDotProduct.xml
+msgid "Calculates a dot product of two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDotProduct.xml
+msgid "Translates to [code]dot(a, b)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml
+msgid ""
+"A custom visual shader graph expression written in Godot Shading Language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml
+msgid ""
+"Custom Godot Shading Language expression, with a custom amount of input and "
+"output ports.\n"
+"The provided code is directly injected into the graph's matching shader "
+"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/"
+"code]), so it cannot be used to declare functions, varyings, uniforms, or "
+"global constants. See [VisualShaderNodeGlobalExpression] for such global "
+"definitions."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml
+msgid ""
+"An expression in Godot Shading Language, which will be injected at the start "
+"of the graph's matching shader function ([code]vertex[/code], "
+"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to "
+"declare functions, varyings, uniforms, or global constants."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFaceForward.xml
+msgid ""
+"Returns the vector that points in the same direction as a reference vector "
+"within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFaceForward.xml
+msgid ""
+"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
+"The function has three vector parameters: [code]N[/code], the vector to "
+"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
+"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
+"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-"
+"N[/code] is returned."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFresnel.xml
+msgid "A Fresnel effect to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFresnel.xml
+msgid ""
+"Returns falloff based on the dot product of surface normal and view "
+"direction of camera (pass associated inputs to it)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGlobalExpression.xml
+msgid ""
+"A custom global visual shader graph expression written in Godot Shading "
+"Language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGlobalExpression.xml
+msgid ""
+"Custom Godot Shader Language expression, which is placed on top of the "
+"generated shader. You can place various function definitions inside to call "
+"later in [VisualShaderNodeExpression]s (which are injected in the main "
+"shader functions). You can also declare varyings, uniforms and global "
+"constants."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Base class for a family of nodes with variable amount of input and output "
+"ports within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Currently, has no direct usage, use the derived classes instead."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Adds an input port with the specified [code]type[/code] (see [enum "
+"VisualShaderNode.PortType]) and [code]name[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Adds an output port with the specified [code]type[/code] (see [enum "
+"VisualShaderNode.PortType]) and [code]name[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes all previously specified input ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes all previously specified output ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a free input port ID which can be used in [method add_input_port]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a free output port ID which can be used in [method add_output_port]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns the number of input ports in use. Alternative for [method "
+"get_free_input_port_id]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a [String] description of the input ports as a colon-separated list "
+"using the format [code]id,type,name;[/code] (see [method add_input_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns the number of output ports in use. Alternative for [method "
+"get_free_output_port_id]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns a [String] description of the output ports as a colon-separated list "
+"using the format [code]id,type,name;[/code] (see [method add_output_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Returns [code]true[/code] if the specified input port exists."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Returns [code]true[/code] if the specified output port exists."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Returns [code]true[/code] if the specified port name does not override an "
+"existed port name and is valid within the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes the specified input port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Removes the specified output port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Renames the specified input port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Defines all input ports using a [String] formatted as a colon-separated "
+"list: [code]id,type,name;[/code] (see [method add_input_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "Renames the specified output port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid ""
+"Defines all output ports using a [String] formatted as a colon-separated "
+"list: [code]id,type,name;[/code] (see [method add_output_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml
+msgid "The size of the node in the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeInput.xml
+msgid ""
+"Gives access to input variables (built-ins) available for the shader. See "
+"the shading reference for the list of available built-ins for each shader "
+"type (check [code]Tutorials[/code] section for link)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeInput.xml
+msgid ""
+"One of the several input constants in lower-case style like: "
+"\"vertex\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid ""
+"A boolean comparison operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid ""
+"Returns the boolean result of the comparison between [code]INF[/code] or "
+"[code]NaN[/code] and a scalar parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid "The comparison function. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid "Comparison with [code]INF[/code] (Infinity)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml
+msgid ""
+"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
+"results, e.g. division by zero)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOuterProduct.xml
+msgid ""
+"Calculates an outer product of two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOuterProduct.xml
+msgid ""
+"[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
+"column vector (matrix with one column) and the second parameter [code]r[/"
+"code] as a row vector (matrix with one row) and does a linear algebraic "
+"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows "
+"is the number of components in [code]c[/code] and whose number of columns is "
+"the number of components in [code]r[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOutput.xml
+msgid "Represents the output shader parameters within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOutput.xml
+msgid ""
+"This visual shader node is present in all shader graphs in form of "
+"\"Output\" block with multiple output value ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarClamp.xml
+msgid "Clamps a scalar value within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarClamp.xml
+msgid ""
+"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
+"values."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+msgid "Calculates a scalar derivative within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid ""
+"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
+"visual shaders."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+msgid "The derivative type. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Derivative in [code]x[/code] using local differencing."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Derivative in [code]y[/code] using local differencing."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarInterp.xml
+msgid ""
+"Linearly interpolates between two scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarInterp.xml
+msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
+msgid "Calculates a scalar SmoothStep function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSwitch.xml
+msgid "A boolean/scalar function for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSwitch.xml
+msgid ""
+"Returns an associated scalar if the provided boolean value is [code]true[/"
+"code] or [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A hint applied to the uniform, which controls the values it can take when "
+"set through the inspector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Minimum value for range hints. Used if [member hint] is set to [constant "
+"HINT_RANGE] or [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Maximum value for range hints. Used if [member hint] is set to [constant "
+"HINT_RANGE] or [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"Step (increment) value for the range hint with step. Used if [member hint] "
+"is set to [constant HINT_RANGE_STEP]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid "No hint used."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A range hint for scalar value, which limits possible input values between "
+"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
+"code] in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid ""
+"A range hint for scalar value with step, which limits possible input values "
+"between [member min] and [member max], with a step (increment) of [member "
+"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarUniform.xml
+msgid "Represents the size of the [enum Hint] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeSwitch.xml
+msgid "A boolean/vector function for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeSwitch.xml
+msgid ""
+"Returns an associated vector if the provided boolean value is [code]true[/"
+"code] or [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Performs a texture lookup within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid ""
+"Performs a lookup operation on the provided texture, with support for "
+"multiple texture sources to choose from."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Determines the source for the lookup. See [enum Source] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "The source texture, if needed for the selected [member source]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid ""
+"Specifies the type of the texture if [member source] is set to [constant "
+"SOURCE_TEXTURE]. See [enum TextureType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the texture given as an argument for this function."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the current viewport's texture as the source."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid ""
+"Use the texture from this shader's texture built-in (e.g. a texture of a "
+"[Sprite])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the texture from this shader's normal map built-in."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the depth texture available for this shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml
+msgid "Use the texture provided in the input port for this function."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Performs a uniform texture lookup within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Performs a lookup operation on the texture provided as a uniform for the "
+"shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Sets the default color if no texture is assigned to the uniform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid ""
+"Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a "
+"flowmap."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Defaults to white color."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml
+msgid "Defaults to black color."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
+msgid ""
+"Performs a uniform texture lookup with triplanar within the visual shader "
+"graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
+msgid ""
+"Performs a lookup operation on the texture provided as a uniform for the "
+"shader, with support for triplanar mapping."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformCompose.xml
+msgid ""
+"Composes a [Transform] from four [Vector3]s within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformCompose.xml
+msgid ""
+"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
+"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
+"0, 0, 1)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml
+msgid "A [Transform] constant for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml
+msgid "A constant [Transform], which can be used as an input node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml
+msgid "A [Transform] constant which represents the state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformDecompose.xml
+msgid ""
+"Decomposes a [Transform] into four [Vector3]s within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformDecompose.xml
+msgid ""
+"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
+"values, one from each row of the matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Computes a [Transform] function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Computes an inverse or transpose function on the provided [Transform]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "The function to be computed. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Perform the inverse operation on the [Transform] matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml
+msgid "Perform the transpose operation on the [Transform] matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid "Multiplies [Transform] by [Transform] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"A multiplication operation on two transforms (4x4 matrices), with support "
+"for different multiplication operators."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"The multiplication type to be performed on the transforms. See [enum "
+"Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"Performs a component-wise multiplication of transform [code]a[/code] by the "
+"transform [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml
+msgid ""
+"Performs a component-wise multiplication of transform [code]b[/code] by the "
+"transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+msgid "A [Transform] uniform for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformUniform.xml
+msgid "Translated to [code]uniform mat4[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"Multiplies a [Transform] and a [Vector3] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"A multiplication operation on a transform (4x4 matrix) and a vector, with "
+"support for different multiplication operators."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"The multiplication type to be performed. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
+"the last row and column of the transform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml
+msgid ""
+"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
+"the last row and column of the transform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml
+msgid "A base type for the uniforms within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml
+msgid ""
+"A uniform represents a variable in the shader which is set externally, i.e. "
+"from the [ShaderMaterial]. Uniforms are exposed as properties in the "
+"[ShaderMaterial] and can be assigned from the inspector or from a script."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml
+msgid ""
+"Name of the uniform, by which it can be accessed through the "
+"[ShaderMaterial] properties."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml
+msgid "A reference to an existing [VisualShaderNodeUniform]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml
+msgid ""
+"Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this "
+"uniform in different shaders or shader stages easily."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml
+msgid "The name of the uniform which this reference points to."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml
+msgid "A [Vector3] constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml
+msgid "A constant [Vector3], which can be used as an input node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml
+msgid "A [Vector3] constant which represents the state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "A [Vector3] uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Uniform.xml
+msgid "Translated to [code]uniform vec3[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorClamp.xml
+msgid "Clamps a vector value within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorClamp.xml
+msgid ""
+"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
+"values. The operation is performed on each component of the vector "
+"individually."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorCompose.xml
+msgid "Composes a [Vector3] from three scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorCompose.xml
+msgid ""
+"Creates a [code]vec3[/code] using three scalar values that can be provided "
+"from separate inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDecompose.xml
+msgid ""
+"Decomposes a [Vector3] into three scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDecompose.xml
+msgid ""
+"Takes a [code]vec3[/code] and decomposes it into three scalar values that "
+"can be used as separate inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "Calculates a vector derivative within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
+msgid "A derivative type. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDistance.xml
+msgid ""
+"Returns the distance between two points. To be used within the visual shader "
+"graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDistance.xml
+msgid ""
+"Calculates distance from point represented by vector [code]p0[/code] to "
+"vector [code]p1[/code].\n"
+"Translated to [code]distance(p0, p1)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "A vector function to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "A visual shader node able to perform different functions using vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "The function to be performed. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Normalizes the vector so that it has a length of [code]1[/code] but points "
+"in the same direction."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the opposite value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns [code]1/vector[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts RGB vector to HSV equivalent."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts HSV vector to RGB equivalent."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the absolute value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the arc-cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse hyperbolic cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the arc-sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse hyperbolic sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the arc-tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse hyperbolic tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Finds the nearest integer that is greater than or equal to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the hyperbolic cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts a quantity in radians to degrees."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Base-e Exponential."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Base-2 Exponential."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Finds the nearest integer less than or equal to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Computes the fractional part of the argument."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the inverse of the square root of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Natural logarithm."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Base-2 logarithm."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Converts a quantity in degrees to radians."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Finds the nearest integer to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Finds the nearest even integer to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
+"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
+"otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the hyperbolic sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the square root of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns the hyperbolic tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid ""
+"Returns a value equal to the nearest integer to the parameter whose absolute "
+"value is not larger than the absolute value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml
+msgid "Returns [code]1.0 - vector[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorInterp.xml
+msgid ""
+"Linearly interpolates between two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorInterp.xml
+msgid ""
+"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
+"[code]weight[/code] is a [Vector3] with weights for each component."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorLen.xml
+msgid "Returns the length of a [Vector3] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorLen.xml
+msgid "Translated to [code]length(p0)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "A vector operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"A visual shader node for use of vector operators. Operates on vector "
+"[code]a[/code] and vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "The operator to be used. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Adds two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Subtracts a vector from a vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Multiplies two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Divides vector by vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the remainder of the two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"Returns the value of the first parameter raised to the power of the second, "
+"for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the greater of two values, for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the lesser of two values, for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Calculates the cross product of two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid "Returns the arc-tangent of the parameters."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"Returns the vector that points in the direction of reflection. [code]a[/"
+"code] is incident vector and [code]b[/code] is the normal vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml
+msgid ""
+"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
+"than [code]b[/code] and [code]1.0[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorRefract.xml
+msgid ""
+"Returns the [Vector3] that points in the direction of refraction. For use "
+"within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorRefract.xml
+msgid ""
+"Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
+"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
+"and [code]eta[/code] is the ratio of the indices of the refraction."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarMix.xml
+msgid ""
+"Linearly interpolates between two vectors using a scalar. For use within the "
+"visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarMix.xml
+msgid ""
+"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
+"[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a "
+"scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
+msgid ""
+"Calculates a vector SmoothStep function using scalar within the visual "
+"shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language, where [code]x[/code] is a scalar.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarStep.xml
+msgid "Calculates a vector Step function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarStep.xml
+msgid ""
+"Translates to [code]step(edge, x)[/code] in the shader language.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
+"and [code]1.0[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
+msgid "Calculates a vector SmoothStep function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language, where [code]x[/code] is a vector.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid "Vertical scroll bar."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid ""
+"Vertical version of [ScrollBar], which goes from top (min) to bottom (max)."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] up. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] down. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid "Vertical version of [Separator]."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid ""
+"Vertical version of [Separator]. Even though it looks vertical, it is used "
+"to separate objects horizontally."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid ""
+"The width of the area covered by the separator. Effectively works like a "
+"minimum width."
+msgstr ""
+
+#: doc/classes/VSeparator.xml
+msgid ""
+"The style for the separator line. Works best with [StyleBoxLine] (remember "
+"to enable [member StyleBoxLine.vertical])."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid "Vertical slider."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid ""
+"Vertical slider. See [Slider]. This one goes from bottom (min) to top "
+"(max).\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid "The background of the area below the grabber."
+msgstr ""
+
+#: doc/classes/VSlider.xml
+msgid ""
+"The background for the whole slider. Determines the width of the "
+"[code]grabber_area[/code]."
+msgstr ""
+
+#: doc/classes/VSplitContainer.xml
+msgid "Vertical split container."
+msgstr ""
+
+#: doc/classes/VSplitContainer.xml
+msgid ""
+"Vertical split container. See [SplitContainer]. This goes from top to bottom."
+msgstr ""
+
+#: doc/classes/WeakRef.xml
+msgid ""
+"Holds an [Object], but does not contribute to the reference count if the "
+"object is a reference."
+msgstr ""
+
+#: doc/classes/WeakRef.xml
+msgid ""
+"A weakref can hold a [Reference], without contributing to the reference "
+"counter. A weakref can be created from an [Object] using [method @GDScript."
+"weakref]. If this object is not a reference, weakref still works, however, "
+"it does not have any effect on the object. Weakrefs are useful in cases "
+"where multiple classes have variables that refer to each other. Without "
+"weakrefs, using these classes could lead to memory leaks, since both "
+"references keep each other from being released. Making part of the variables "
+"a weakref can prevent this cyclic dependency, and allows the references to "
+"be released."
+msgstr ""
+
+#: doc/classes/WeakRef.xml
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Closes this data channel, notifying the other peer."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the number of bytes currently queued to be sent over this channel."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the id assigned to this channel during creation (or auto-assigned "
+"during negotiation).\n"
+"If the channel is not negotiated out-of-band the id will only be available "
+"after the connection is established (will return [code]65535[/code] until "
+"then)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Returns the label assigned to this channel during creation."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
+"during creation.\n"
+"Will be [code]65535[/code] if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the [code]maxRetransmits[/code] value assigned to this channel "
+"during creation.\n"
+"Will be [code]65535[/code] if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns the sub-protocol assigned to this channel during creation. An empty "
+"string if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Returns the current state of this channel, see [enum ChannelState]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns [code]true[/code] if this channel was created with out-of-band "
+"configuration."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns [code]true[/code] if this channel was created with ordering enabled "
+"(default)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "Reserved, but not used for now."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Returns [code]true[/code] if the last received packet was transferred as "
+"text. See [member write_mode]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"The transfer mode to use when sending outgoing packet. Either text or binary."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Tells the channel to send data over this channel as text. An external peer "
+"(non-Godot) would receive this as a string."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"Tells the channel to send data over this channel as binary. An external peer "
+"(non-Godot) would receive this as array buffer or blob."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "The channel was created, but it's still trying to connect."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "The channel is currently open, and data can flow over it."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid ""
+"The channel is being closed, no new messages will be accepted, but those "
+"already in queue will be flushed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
+msgid "The channel was closed, or connection failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"A simple interface to create a peer-to-peer mesh network composed of "
+"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
+"for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n"
+"You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
+"via [method remove_peer]. Peers must be added in [constant "
+"WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
+"channels. This class will not create offers nor set descriptions, it will "
+"only poll them, and notify connections and disconnections.\n"
+"[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal "
+"NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless "
+"[code]server_compatibility[/code] is [code]true[/code] in [method "
+"initialize]. Beside that data transfer works like in a "
+"[NetworkedMultiplayerPeer]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Add a new peer to the mesh with the given [code]peer_id[/code]. The "
+"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
+"STATE_NEW].\n"
+"Three channels will be created for reliable, unreliable, and ordered "
+"transport. The value of [code]unreliable_lifetime[/code] will be passed to "
+"the [code]maxPacketLifetime[/code] option when creating unreliable and "
+"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid "Close all the add peer connections and channels, freeing all resources."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Return a dictionary representation of the peer with given [code]peer_id[/"
+"code] with three keys. [code]connection[/code] containing the "
+"[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three "
+"[WebRTCDataChannel], and [code]connected[/code] a boolean representing if "
+"the peer connection is currently connected (all three channels are open)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Returns a dictionary which keys are the peer ids and values the peer "
+"representation as in [method get_peer]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
+"map (it might not be connected though)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Initialize the multiplayer peer with the given [code]peer_id[/code] (must be "
+"between 1 and 2147483647).\n"
+"If [code]server_compatibilty[/code] is [code]false[/code] (default), the "
+"multiplayer peer will be immediately in state [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal "
+"NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n"
+"If [code]server_compatibilty[/code] is [code]true[/code] the peer will "
+"suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until "
+"a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] "
+"connects and then emit [signal NetworkedMultiplayerPeer."
+"connection_succeeded]. After that the signal [signal "
+"NetworkedMultiplayerPeer.peer_connected] will be emitted for every already "
+"connected peer, and any new peer that might connect. If the server peer "
+"disconnects after that, signal [signal NetworkedMultiplayerPeer."
+"server_disconnected] will be emitted and state will become [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTED]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
+msgid ""
+"Remove the peer with given [code]peer_id[/code] from the mesh. If the peer "
+"was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was "
+"emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] "
+"will be emitted."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "Interface to a WebRTC peer connection."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"A WebRTC connection between the local computer and a remote peer. Provides "
+"an interface to connect, maintain and monitor the connection.\n"
+"Setting up a WebRTC connection between two peers from now on) may not seem a "
+"trivial task, but it can be broken down into 3 main steps:\n"
+"- The peer that wants to initiate the connection ([code]A[/code] from now "
+"on) creates an offer and send it to the other peer ([code]B[/code] from now "
+"on).\n"
+"- [code]B[/code] receives the offer, generate and answer, and sends it to "
+"[code]A[/code]).\n"
+"- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
+"candidates with each other.\n"
+"After these steps, the connection should become connected. Keep on reading "
+"or look into the tutorial for more information."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Add an ice candidate generated by a remote peer (and received over the "
+"signaling server). See [signal ice_candidate_created]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Close the peer connection and all data channels associated with it.\n"
+"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
+"call [method initialize]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
+"given [code]label[/code] and optionally configured via the [code]options[/"
+"code] dictionary. This method can only be called when the connection is in "
+"state [constant STATE_NEW].\n"
+"There are two ways to create a working data channel: either call [method "
+"create_data_channel] on only one of the peer and listen to [signal "
+"data_channel_received] on the other, or call [method create_data_channel] on "
+"both peers, with the same values, and the [code]negotiated[/code] option set "
+"to [code]true[/code].\n"
+"Valid [code]options[/code] are:\n"
+"[codeblock]\n"
+"{\n"
+" \"negotiated\": true, # When set to true (default off), means the "
+"channel is negotiated out of band. \"id\" must be set too. "
+"\"data_channel_received\" will not be called.\n"
+" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
+"the same value on both peer.\n"
+"\n"
+" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
+"both. They make the channel unreliable (but also better at real time).\n"
+" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
+"will make to retransmits packets if they are not acknowledged.\n"
+" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
+"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
+" \"ordered\": true, # When in unreliable mode (i.e. either "
+"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
+"default) specify if packet ordering is to be enforced.\n"
+"\n"
+" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
+"this channel.\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] You must keep a reference to channels created this way, or it "
+"will be closed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
+"least one [WebRTCDataChannel] must have been created before calling this "
+"method.\n"
+"If this functions returns [constant OK], [signal "
+"session_description_created] will be called when the session is ready to be "
+"sent."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "Returns the connection state. See [enum ConnectionState]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Re-initialize this peer connection, closing any previously active "
+"connection, and going back to state [constant STATE_NEW]. A dictionary of "
+"[code]options[/code] can be passed to configure the peer connection.\n"
+"Valid [code]options[/code] are:\n"
+"[codeblock]\n"
+"{\n"
+" \"iceServers\": [\n"
+" {\n"
+" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
+"servers.\n"
+" },\n"
+" {\n"
+" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
+"servers.\n"
+" \"username\": \"a_username\", # Optional username for the TURN "
+"server.\n"
+" \"credential\": \"a_password\", # Optional password for the TURN "
+"server.\n"
+" }\n"
+" ]\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Call this method frequently (e.g. in [method Node._process] or [method Node."
+"_physics_process]) to properly receive signals."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Sets the SDP description of the local peer. This should be called in "
+"response to [signal session_description_created].\n"
+"After calling this function the peer will start emitting [signal "
+"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
+"is returned)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Sets the SDP description of the remote peer. This should be called with the "
+"values generated by a remote peer and received over the signaling server.\n"
+"If [code]type[/code] is [code]offer[/code] the peer will emit [signal "
+"session_description_created] with the appropriate answer.\n"
+"If [code]type[/code] is [code]answer[/code] the peer will start emitting "
+"[signal ice_candidate_created]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Emitted when a new in-band channel is received, i.e. when the channel was "
+"created with [code]negotiated: false[/code] (default).\n"
+"The object will be an instance of [WebRTCDataChannel]. You must keep a "
+"reference of it or it will be closed automatically. See [method "
+"create_data_channel]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Emitted when a new ICE candidate has been created. The three parameters are "
+"meant to be passed to the remote peer over the signaling server."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"Emitted after a successful call to [method create_offer] or [method "
+"set_remote_description] (when it generates an answer). The parameters are "
+"meant to be passed to [method set_local_description] on this object, and "
+"sent to the remote peer over the signaling server."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"The connection is new, data channels and an offer can be created in this "
+"state."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"The peer is connecting, ICE is in progress, none of the transports has "
+"failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "The peer is connected, all ICE transports are connected."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "At least one ICE transport is disconnected."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid "One or more of the ICE transports failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
+msgid ""
+"The peer connection is closed (after calling [method close] for example)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "A WebSocket client implementation."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"This class implements a WebSocket client compatible with any RFC 6455-"
+"compliant WebSocket server.\n"
+"This client can be optionally used as a network peer for the "
+"[MultiplayerAPI].\n"
+"After starting the client ([method connect_to_url]), you will need to "
+"[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside "
+"[method Node._process]).\n"
+"You will receive appropriate signals when connecting, disconnecting, or when "
+"new data is available."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Connects to the given URL requesting one of the given [code]protocols[/code] "
+"as sub-protocol. If the list empty (default), no sub-protocol will be "
+"requested.\n"
+"If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will "
+"behave like a network peer for the [MultiplayerAPI], connections to non-"
+"Godot servers will not work, and [signal data_received] will not be "
+"emitted.\n"
+"If [code]false[/code] is passed instead (default), you must call "
+"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
+"etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not "
+"on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n"
+"You can optionally pass a list of [code]custom_headers[/code] to be added to "
+"the handshake HTTP request.\n"
+"[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may "
+"have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) "
+"instead of [code]ws://[/code]. When doing so, make sure to use the fully "
+"qualified domain name that matches the one defined in the server's SSL "
+"certificate. Do not connect directly via the IP address for [code]wss://[/"
+"code] connections, as it won't match with the SSL certificate.\n"
+"[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in "
+"HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Disconnects this client from the connected host. See [method WebSocketPeer."
+"close] for more information."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "Return the IP address of the currently connected host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "Return the IP port of the currently connected host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"If specified, this [X509Certificate] will be the only one accepted when "
+"connecting to an SSL host. Any other certificate provided by the server will "
+"be regarded as invalid.\n"
+"[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not "
+"supported in HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"If [code]true[/code], SSL certificate verification is enabled.\n"
+"[b]Note:[/b] You must specify the certificates to be used in the Project "
+"Settings for it to work when exported."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when the connection to the server is closed. [code]was_clean_close[/"
+"code] will be [code]true[/code] if the connection was shutdown cleanly."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid "Emitted when the connection to the server fails."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when a connection with the server is established, [code]protocol[/"
+"code] will contain the sub-protocol agreed with the server."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when a WebSocket message is received.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
+"multiplayer peer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml
+msgid ""
+"Emitted when the server requests a clean close. You should keep polling "
+"until you get a [signal connection_closed] signal to achieve the clean "
+"close. See [method WebSocketPeer.close] for more details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid "Base class for WebSocket server and client."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Base class for WebSocket server and client, allowing them to be used as "
+"network peer for the [MultiplayerAPI]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Configures the buffer sizes for this WebSocket peer. Default values can be "
+"specified in the Project Settings under [code]network/limits[/code]. For "
+"server, values are meant per connected peer.\n"
+"The first two parameters define the size and queued packets limits of the "
+"input buffer, the last two of the output buffer.\n"
+"Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. "
+"All parameters will be rounded up to the nearest power of two.\n"
+"[b]Note:[/b] HTML5 exports only use the input buffer since the output one is "
+"managed by browsers."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+msgid ""
+"Emitted when a packet is received from a peer.\n"
+"[b]Note:[/b] This signal is only emitted when the client or server is "
+"configured to use Godot multiplayer API."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "A class representing a specific WebSocket connection."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"This class represents a specific WebSocket connection, allowing you to do "
+"lower level operations with it.\n"
+"You can choose to write to the socket in binary or text mode, and you can "
+"recognize the mode used for writing by the other peer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Closes this WebSocket connection. [code]code[/code] is the status code for "
+"the closure (see RFC 6455 section 7.4 for a list of valid status codes). "
+"[code]reason[/code] is the human readable reason for closing the connection "
+"(can be any UTF-8 string that's smaller than 123 bytes).\n"
+"[b]Note:[/b] To achieve a clean close, you will need to keep polling until "
+"either [signal WebSocketClient.connection_closed] or [signal WebSocketServer."
+"client_disconnected] is received.\n"
+"[b]Note:[/b] The HTML5 export might not support all status codes. Please "
+"refer to browser-specific documentation for more details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns the IP address of the connected peer.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns the remote port of the connected peer.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns the current amount of data in the outbound websocket buffer. [b]Note:"
+"[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use "
+"an internal buffer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "Gets the current selected write mode. See [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "Returns [code]true[/code] if this peer is currently connected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Disable Nagle's algorithm on the underling TCP socket (default). See [method "
+"StreamPeerTCP.set_no_delay] for more information.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid "Sets the socket to use the given [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Returns [code]true[/code] if the last received packet was sent as a text "
+"payload. See [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Specifies that WebSockets messages should be transferred as text payload "
+"(only valid UTF-8 is allowed)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml
+msgid ""
+"Specifies that WebSockets messages should be transferred as binary payload "
+"(any byte combination is allowed)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "A WebSocket server implementation."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"This class implements a WebSocket server that can also support the high-"
+"level multiplayer API.\n"
+"After starting the server ([method listen]), you will need to [method "
+"NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method "
+"Node._process]). When clients connect, disconnect, or send data, you will "
+"receive the appropriate signal.\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Disconnects the peer identified by [code]id[/code] from the server. See "
+"[method WebSocketPeer.close] for more information."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Returns [code]true[/code] if a peer with the given ID is connected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Returns [code]true[/code] if the server is actively listening on a port."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Starts listening on the given port.\n"
+"You can specify the desired subprotocols via the \"protocols\" array. If the "
+"list empty (default), no sub-protocol will be requested.\n"
+"If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will "
+"behave like a network peer for the [MultiplayerAPI], connections from non-"
+"Godot clients will not work, and [signal data_received] will not be "
+"emitted.\n"
+"If [code]false[/code] is passed instead (default), you must call "
+"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
+"etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to "
+"communicate with the peer with given [code]id[/code] (e.g. "
+"[code]get_peer(id).get_available_packet_count[/code])."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid "Stops the server and clear its state."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When not set to [code]*[/code] will restrict incoming connections to the "
+"specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
+"will cause the server to listen only to the local host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When using SSL (see [member private_key] and [member ssl_certificate]), you "
+"can set this to a valid [X509Certificate] to be provided as additional CA "
+"chain information during the SSL handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"The time in seconds before a pending client (i.e. a client that has not yet "
+"finished the HTTP handshake) is considered stale and forcefully disconnected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When set to a valid [CryptoKey] (along with [member ssl_certificate]) will "
+"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
+"[/code] protocol)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"When set to a valid [X509Certificate] (along with [member private_key]) will "
+"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
+"[/code] protocol)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a client requests a clean close. You should keep polling until "
+"you get a [signal client_disconnected] signal with the same [code]id[/code] "
+"to achieve the clean close. See [method WebSocketPeer.close] for more "
+"details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a new client connects. \"protocol\" will be the sub-protocol "
+"agreed with the client."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a client disconnects. [code]was_clean_close[/code] will be "
+"[code]true[/code] if the connection was shutdown cleanly."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Emitted when a new message is received.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
+"multiplayer peer."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "AR/VR interface using WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"WebXR is an open standard that allows creating VR and AR applications that "
+"run in the web browser.\n"
+"As such, this interface is only available when running in an HTML5 export.\n"
+"WebXR supports a wide range of devices, from the very capable (like Valve "
+"Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
+"Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
+"Since WebXR is based on Javascript, it makes extensive use of callbacks, "
+"which means that [WebXRInterface] is forced to use signals, where other AR/"
+"VR interfaces would instead use functions that return a result immediately. "
+"This makes [WebXRInterface] quite a bit more complicated to initialize than "
+"other AR/VR interfaces.\n"
+"Here's the minimum code required to start an immersive VR session:\n"
+"[codeblock]\n"
+"extends Spatial\n"
+"\n"
+"var webxr_interface\n"
+"var vr_supported = false\n"
+"\n"
+"func _ready():\n"
+" # We assume this node has a button as a child.\n"
+" # This button is for the user to consent to entering immersive VR mode.\n"
+" $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n"
+"\n"
+" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
+" if webxr_interface:\n"
+" # Map to the standard button/axis ids when possible.\n"
+" webxr_interface.xr_standard_mapping = true\n"
+"\n"
+" # WebXR uses a lot of asynchronous callbacks, so we connect to "
+"various\n"
+" # signals in order to receive them.\n"
+" webxr_interface.connect(\"session_supported\", self, "
+"\"_webxr_session_supported\")\n"
+" webxr_interface.connect(\"session_started\", self, "
+"\"_webxr_session_started\")\n"
+" webxr_interface.connect(\"session_ended\", self, "
+"\"_webxr_session_ended\")\n"
+" webxr_interface.connect(\"session_failed\", self, "
+"\"_webxr_session_failed\")\n"
+"\n"
+" # This returns immediately - our _webxr_session_supported() method\n"
+" # (which we connected to the \"session_supported\" signal above) "
+"will\n"
+" # be called sometime later to let us know if it's supported or not.\n"
+" webxr_interface.is_session_supported(\"immersive-vr\")\n"
+"\n"
+"func _webxr_session_supported(session_mode, supported):\n"
+" if session_mode == 'immersive-vr':\n"
+" vr_supported = supported\n"
+"\n"
+"func _on_Button_pressed():\n"
+" if not vr_supported:\n"
+" OS.alert(\"Your browser doesn't support VR\")\n"
+" return\n"
+"\n"
+" # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
+"a\n"
+" # simple 3DoF viewer ('viewer').\n"
+" webxr_interface.session_mode = 'immersive-vr'\n"
+" # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
+" # experience (it puts you 1.6m above the ground if you have 3DoF "
+"headset),\n"
+" # whereas as 'local' puts you down at the ARVROrigin.\n"
+" # This list means it'll first try to request 'bounded-floor', then\n"
+" # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
+" # supported.\n"
+" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
+"floor, local'\n"
+" # In order to use 'local-floor' or 'bounded-floor' we must also\n"
+" # mark the features as required or optional.\n"
+" webxr_interface.required_features = 'local-floor'\n"
+" webxr_interface.optional_features = 'bounded-floor'\n"
+"\n"
+" # This will return false if we're unable to even request the session,\n"
+" # however, it can still fail asynchronously later in the process, so we\n"
+" # only know if it's really succeeded or failed when our\n"
+" # _webxr_session_started() or _webxr_session_failed() methods are "
+"called.\n"
+" if not webxr_interface.initialize():\n"
+" OS.alert(\"Failed to initialize\")\n"
+" return\n"
+"\n"
+"func _webxr_session_started():\n"
+" $Button.visible = false\n"
+" # This tells Godot to start rendering to the headset.\n"
+" get_viewport().arvr = true\n"
+" # This will be the reference space type you ultimately got, out of the\n"
+" # types that you requested above. This is useful if you want the game "
+"to\n"
+" # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
+" print (\"Reference space type: \" + webxr_interface."
+"reference_space_type)\n"
+"\n"
+"func _webxr_session_ended():\n"
+" $Button.visible = true\n"
+" # If the user exits immersive mode, then we tell Godot to render to the "
+"web\n"
+" # page again.\n"
+" get_viewport().arvr = false\n"
+"\n"
+"func _webxr_session_failed(message):\n"
+" OS.alert(\"Failed to initialize: \" + message)\n"
+"[/codeblock]\n"
+"There are several ways to handle \"controller\" input:\n"
+"- Using [ARVRController] nodes and their [signal ARVRController."
+"button_pressed] and [signal ARVRController.button_release] signals. This is "
+"how controllers are typically handled in AR/VR apps in Godot, however, this "
+"will only work with advanced VR controllers like the Oculus Touch or Index "
+"controllers, for example. The buttons codes are defined by [url=https://"
+"immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-"
+"mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
+"- Using [method Node._unhandled_input] and [InputEventJoypadButton] or "
+"[InputEventJoypadMotion]. This works the same as normal joypads, except the "
+"[member InputEvent.device] starts at 100, so the left controller is 100 and "
+"the right controller is 101, and the button codes are also defined by "
+"[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-"
+"gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
+"- Using the [signal select], [signal squeeze] and related signals. This "
+"method will work for both advanced VR controllers, and non-traditional "
+"\"controllers\" like a tap on the screen, a spoken voice command or a button "
+"press on the device itself. The [code]controller_id[/code] passed to these "
+"signals is the same id as used in [member ARVRController.controller_id].\n"
+"You can use one or all of these methods to allow your game or app to support "
+"a wider or narrower set of devices and input methods, or to allow more "
+"advanced interactions with more advanced devices."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "How to make a VR game for WebXR with Godot"
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n"
+"In the context of WebXR, a \"controller\" can be an advanced VR controller "
+"like the Oculus Touch or Index controllers, or even a tap on the screen, a "
+"spoken voice command or a button press on the device itself. When a non-"
+"traditional controller is used, interpret the position and orientation of "
+"the [ARVRPositionalTracker] as a ray pointing at the object the user wishes "
+"to interact with.\n"
+"Use this method to get information about the controller that triggered one "
+"of these signals:\n"
+"- [signal selectstart]\n"
+"- [signal select]\n"
+"- [signal selectend]\n"
+"- [signal squeezestart]\n"
+"- [signal squeeze]\n"
+"- [signal squeezestart]"
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Returns the target ray mode for the given [code]controller_id[/code].\n"
+"This can help interpret the input coming from that controller. See "
+"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
+"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Checks if the given [code]session_mode[/code] is supported by the user's "
+"browser.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
+"This method returns nothing, instead it emits the [signal session_supported] "
+"signal with the result."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"The vertices of a polygon which defines the boundaries of the user's play "
+"area.\n"
+"This will only be available if [member reference_space_type] is "
+"[code]\"bounded-floor\"[/code] and only on certain browsers and devices that "
+"support it.\n"
+"The [signal reference_space_reset] signal may indicate when this changes."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"A comma-seperated list of optional features used by [method ARVRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will continue, but you won't be able to use the requested "
+"feature.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"The reference space type (from the list of requested types set in the "
+"[member requested_reference_space_types] property), that was ultimately used "
+"by [method ARVRInterface.initialize] when setting up the WebXR session.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"A comma-seperated list of reference space types used by [method "
+"ARVRInterface.initialize] when setting up the WebXR session.\n"
+"The reference space types are requested in order, and the first on supported "
+"by the users device or browser will be used. The [member "
+"reference_space_type] property contains the reference space type that was "
+"ultimately used.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"A comma-seperated list of required features used by [method ARVRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will fail and [signal session_failed] will be emitted.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"The session mode used by [method ARVRInterface.initialize] when setting up "
+"the WebXR session.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Indicates if the WebXR session's imagery is visible to the user.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
+"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
+"blurred\"[/code]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted to indicate that the reference space has been reset or "
+"reconfigured.\n"
+"When (or whether) this is emitted depends on the user's browser or device, "
+"but may include when the user has changed the dimensions of their play space "
+"(which you may be able to access via [member bounds_geometry]) or pressed/"
+"held a button to recenter their position.\n"
+"See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
+"reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted after one of the \"controllers\" has finished its \"primary "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has finished its \"primary "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has started its \"primary action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when the user ends the WebXR session (which can be done using UI "
+"from the browser or device).\n"
+"At this point, you should do [code]get_viewport().arvr = false[/code] to "
+"instruct Godot to resume rendering to the screen."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted by [method ARVRInterface.initialize] if the session fails to start.\n"
+"[code]message[/code] may optionally contain an error message from WebXR, or "
+"an empty string if no message is available."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted by [method ARVRInterface.initialize] if the session is successfully "
+"started.\n"
+"At this point, it's safe to do [code]get_viewport().arvr = true[/code] to "
+"instruct Godot to start rendering to the AR/VR device."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted by [method is_session_supported] to indicate if the given "
+"[code]session_mode[/code] is supported or not."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted after one of the \"controllers\" has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Emitted when one of the \"controllers\" has started its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Emitted when [member visibility_state] has changed."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "We don't know the target ray mode."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"Target ray originates at the viewer's eyes and points in the direction they "
+"are looking."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Target ray from a handheld pointer, most likely a VR touch controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid "Target ray from touch screen, mouse or other tactile input device."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "Base class for window dialogs."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"Windowdialog is the base class for all window-based dialogs. It's a by-"
+"default toplevel [Control] that draws a window decoration and allows motion "
+"and resizing."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"Returns the close [TextureButton].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "If [code]true[/code], the user can resize the window."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The text displayed in the window's title bar."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The color of the title text."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The horizontal offset of the close button."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"The thickness of the border that can be dragged when scaling the window (if "
+"[member resizable] is enabled)."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The vertical offset of the title text."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The font used to draw the title."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid "The icon for the close button."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"The icon used for the close button when it's hovered with the mouse cursor."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml
+msgid ""
+"The style for both the content background of the [WindowDialog] and the "
+"title bar. The title bar is created with a top border and an expand margin "
+"using the [code]panel[/code] stylebox."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "Class that has everything pertaining to a world."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"Class that has everything pertaining to a world. A physics space, a visual "
+"scenario, a navigation map and a sound space. Spatial nodes register their "
+"resources into the current world."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"Direct access to the world's physics 3D space state. Used for querying "
+"current and potential collisions."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "The World's [Environment]."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The World's fallback environment will be used if [member environment] fails "
+"or is missing."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [NavigationServer]."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "The World's visual scenario."
+msgstr ""
+
+#: doc/classes/World.xml
+msgid "The World's physics space."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid "Class that has everything pertaining to a 2D world."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"Class that has everything pertaining to a 2D world. A physics space, a "
+"visual scenario, a navigation map and a sound space. 2D nodes register their "
+"resources into the current 2D world."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D "
+"drawing."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"Direct access to the world's physics 2D space state. Used for querying "
+"current and potential collisions. When using multi-threaded physics, access "
+"is limited to [code]_physics_process(delta)[/code] in the main thread."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
+msgstr ""
+
+#: doc/classes/World2D.xml
+msgid ""
+"The [RID] of this world's physics space resource. Used by the "
+"[Physics2DServer] for 2D physics, treating it as both a space and an area."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml
+msgid ""
+"Default environment properties for the entire scene (post-processing "
+"effects, lighting and background settings)."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml
+msgid ""
+"The [WorldEnvironment] node is used to configure the default [Environment] "
+"for the scene.\n"
+"The parameters defined in the [WorldEnvironment] can be overridden by an "
+"[Environment] node set on the current [Camera]. Additionally, only one "
+"[WorldEnvironment] may be instanced in a given scene at a time.\n"
+"The [WorldEnvironment] allows the user to specify default lighting "
+"parameters (e.g. ambient lighting), various post-processing effects (e.g. "
+"SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, "
+"skybox). Usually, these are added in order to improve the realism/color "
+"balance of the scene."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml
+msgid ""
+"The [Environment] resource used by this [WorldEnvironment], defining the "
+"default properties."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid "An X509 certificate (e.g. for SSL)."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid ""
+"The X509Certificate class represents an X509 certificate. Certificates can "
+"be loaded and saved like any other [Resource].\n"
+"They can be used as the server certificate in [method StreamPeerSSL."
+"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
+"certificate that should be accepted when connecting to an SSL server via "
+"[method StreamPeerSSL.connect_to_stream]."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml
+msgid ""
+"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
+"file)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
+"XML]XML[/url] files."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"This class can serve as base to make custom XML parsers. Since XML is a very "
+"flexible standard, this interface is low-level so it can be applied to any "
+"possible schema."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Gets the amount of attributes in the current element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the name of the attribute specified by the index in [code]idx[/code] "
+"argument."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the value of the attribute specified by the index in [code]idx[/code] "
+"argument."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Gets the current line in the parsed file (currently not implemented)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the value of a certain attribute of the current element by name. This "
+"will raise an error if the element has no such attribute."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the value of a certain attribute of the current element by name. This "
+"will return an empty [String] if the attribute is not found."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the contents of a text node. This will raise an error in any other type "
+"of node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the name of the current element node. This will raise an error if the "
+"current node type is neither [constant NODE_ELEMENT] nor [constant "
+"NODE_ELEMENT_END]."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the byte offset of the current node since the beginning of the file or "
+"buffer."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Gets the type of the current node. Compare with [enum NodeType] constants."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Check whether the current element has a certain attribute."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Check whether the current element is empty (this only works for completely "
+"empty tags, e.g. [code]<element \\>[/code])."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Opens an XML file for parsing. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Opens an XML raw buffer for parsing. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Reads the next node of the file. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Moves the buffer cursor to a certain offset (since the beginning) and read "
+"the next node there. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid ""
+"Skips the current section. If the node contains other elements, they will be "
+"ignored and the cursor will go to the closing of the current element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "There's no node (no file or buffer opened)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Element (tag)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "End of element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Text node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Comment node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "CDATA content."
+msgstr ""
+
+#: doc/classes/XMLParser.xml
+msgid "Unknown node."
+msgstr ""
+
+#: doc/classes/YSort.xml
+msgid "Sort all child nodes based on their Y positions."
+msgstr ""
+
+#: doc/classes/YSort.xml
+msgid ""
+"Sort all child nodes based on their Y positions. The child node must inherit "
+"from [CanvasItem] for it to be sorted. Nodes that have a higher Y position "
+"will be drawn later, so they will appear on top of nodes that have a lower Y "
+"position.\n"
+"Nesting of YSort nodes is possible. Children YSort nodes will be sorted in "
+"the same space as the parent YSort, allowing to better organize a scene or "
+"divide it in multiple ones, yet keep the unique sorting."
+msgstr ""
+
+#: doc/classes/YSort.xml
+msgid ""
+"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
+msgstr ""
diff --git a/doc/translations/extract.py b/doc/translations/extract.py
index 5708e0072d..ce645436d9 100644
--- a/doc/translations/extract.py
+++ b/doc/translations/extract.py
@@ -60,7 +60,7 @@ BASE_STRINGS = [
## <xml-line-number-hack from="https://stackoverflow.com/a/36430270/10846399">
import sys
-sys.modules["_elementtree"] = None
+sys.modules["_elementtree"] = None # type: ignore
import xml.etree.ElementTree as ET
## override the parser to get the line number
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 7416d80072..787c7ff937 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -16,12 +16,15 @@
# Seyed Fazel Alavi <fazel8195@gmail.com>, 2022.
# Giga hertz <gigahertzyt@gmail.com>, 2022.
# ilia khormali <iliakhormaly1384@gmail.com>, 2022.
+# John Smith <pkafsharix@gmail.com>, 2022.
+# LordProfo (Nima) <nimaentity30@gmail.com>, 2022.
+# Ali Jafari <ali.jafari.sn@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-21 15:55+0000\n"
-"Last-Translator: ilia khormali <iliakhormaly1384@gmail.com>\n"
+"PO-Revision-Date: 2022-09-18 04:25+0000\n"
+"Last-Translator: Ali Jafari <ali.jafari.sn@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fa/>\n"
"Language: fa\n"
@@ -29,7 +32,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14.1\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -45,7 +48,7 @@ msgstr "خصوصیات"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "روش ها"
+msgstr "روش‌ها"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -57,11 +60,11 @@ msgstr "سیگنال ها"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "شمارش ها"
+msgstr "شمارش‌ها"
#: doc/tools/make_rst.py
msgid "Constants"
-msgstr "ثابت ها"
+msgstr "ثابت‌ها"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
@@ -77,15 +80,15 @@ msgstr "توضیحات ویژگی تم"
#: doc/tools/make_rst.py
msgid "Inherits:"
-msgstr ""
+msgstr "ارث می‌برد از:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
-msgstr ""
+msgstr "ارث برده شده توسط:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "( %s را لغو می کند)"
#: doc/tools/make_rst.py
msgid "Default"
@@ -101,7 +104,7 @@ msgstr "مقدار"
#: doc/tools/make_rst.py
msgid "Getter"
-msgstr ""
+msgstr "گیرنده"
#: doc/tools/make_rst.py
msgid ""
@@ -119,16 +122,20 @@ msgstr ""
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
+"این متد هر تعداد آرگومان را پس از آنهایی که اینجا توضیح داده شده اند قبول "
+"می‌کند."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "این متد برای ساختن یک تایپ استفاده میشود."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
+"این متد برای صدا زده شدن نیازی به یک مورد ندارد، پس می‌تواند مستقیماً با "
+"استفاده از نام کلاس صدا زده شود."
#: doc/tools/make_rst.py
msgid ""
@@ -691,8 +698,10 @@ msgstr ""
"[/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -707,7 +716,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"آرایه ای از فرهنگ لغت ها را نشان می دهد که پشته تماس فعلی را نشان می دهد.\n"
"[codeblock]\n"
@@ -786,8 +799,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -797,7 +811,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -875,7 +890,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -887,7 +903,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"با یک مقدار نرمال شده بین دو مقدار درون یابی می کند. این مخالف [روش "
"inverse_lerp] است.\n"
@@ -1281,12 +1298,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1460,10 +1481,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3904,6 +3930,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4588,8 +4634,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5280,19 +5325,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5313,21 +5360,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5336,9 +5387,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5990,9 +6042,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6166,8 +6218,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6878,7 +6930,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7115,7 +7172,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7489,7 +7551,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7674,6 +7739,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7693,9 +7761,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7763,7 +7835,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9169,8 +9249,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9221,10 +9302,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9466,12 +9557,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -10017,7 +10102,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10178,12 +10268,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10311,10 +10405,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10331,6 +10424,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10471,7 +10579,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10828,14 +10939,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10845,22 +10956,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12149,7 +12260,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12242,7 +12353,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12270,9 +12383,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12769,13 +12882,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12801,8 +12915,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13115,12 +13231,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13165,8 +13281,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13214,8 +13332,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13277,7 +13398,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13402,7 +13523,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -14107,17 +14231,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14424,12 +14548,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14466,12 +14591,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15631,7 +15757,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15657,7 +15791,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16398,7 +16536,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19123,7 +19263,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19272,16 +19414,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19426,18 +19569,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19620,6 +19751,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22452,7 +22591,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24344,8 +24486,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24965,7 +25111,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26549,10 +26697,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27959,8 +28110,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30260,11 +30411,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31109,7 +31263,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31121,6 +31279,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33141,7 +33309,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33478,14 +33648,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33493,21 +33663,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34783,8 +34953,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34829,7 +35003,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35084,9 +35261,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35545,7 +35722,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36436,7 +36615,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36663,7 +36845,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36684,7 +36866,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37394,6 +37579,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37478,13 +37666,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -38053,7 +38253,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "نودها و صحنه‌ها"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -40188,7 +40388,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40699,11 +40901,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40737,11 +40939,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40763,11 +40965,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41148,7 +41350,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42624,6 +42828,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46524,7 +46738,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46763,7 +46979,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47492,7 +47710,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50173,8 +50395,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50197,15 +50430,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51805,17 +52045,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51824,8 +52075,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -51981,7 +52238,7 @@ msgstr ""
#: doc/classes/Resource.xml
msgid "Resources"
-msgstr ""
+msgstr "منابع"
#: doc/classes/Resource.xml
msgid ""
@@ -53754,11 +54011,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54195,7 +54456,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54339,13 +54602,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54528,7 +54797,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54668,6 +54941,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54680,7 +54965,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55535,7 +55823,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56154,6 +56445,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56339,7 +56638,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56488,7 +56789,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57715,7 +58018,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57731,7 +58037,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57921,7 +58229,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59186,6 +59494,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59247,6 +59558,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59269,7 +59583,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60406,6 +60723,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60435,6 +60756,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60476,7 +60801,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61826,37 +62153,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61875,14 +62203,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61893,14 +62222,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61913,7 +62242,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61921,7 +62250,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61933,13 +62262,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61951,17 +62280,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61974,9 +62305,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61984,8 +62315,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62000,7 +62331,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62018,15 +62349,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62038,29 +62371,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62088,87 +62425,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65341,21 +65678,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65368,7 +65709,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65397,7 +65738,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65407,22 +65780,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65435,8 +65821,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65634,16 +66022,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66888,10 +67276,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66902,8 +67295,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67055,7 +67448,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67587,6 +67982,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71737,6 +72148,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74273,7 +74688,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index b1d940aa14..fc517a6ff5 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -550,7 +550,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -565,7 +566,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -615,8 +620,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -626,7 +632,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -680,7 +687,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -692,7 +700,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -934,12 +943,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1107,10 +1120,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3545,6 +3563,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4229,8 +4267,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4922,19 +4959,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4955,21 +4994,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4979,9 +5022,10 @@ msgstr "Palauttaa parametrin tangentin."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5633,9 +5677,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5809,8 +5853,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6527,7 +6571,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6764,7 +6813,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7138,7 +7192,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7323,6 +7380,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7342,9 +7402,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7412,7 +7476,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8818,8 +8890,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8870,10 +8943,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9116,12 +9199,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9667,7 +9744,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9828,12 +9910,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9961,10 +10047,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9981,6 +10066,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10121,7 +10221,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10478,14 +10581,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10495,22 +10598,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11802,7 +11905,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11895,7 +11998,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11923,9 +12028,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12427,13 +12532,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12459,8 +12565,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12773,12 +12881,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12823,8 +12931,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12872,8 +12982,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12935,7 +13048,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13060,7 +13173,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13765,17 +13881,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14083,12 +14199,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14125,12 +14242,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15290,7 +15408,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15316,7 +15442,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16057,7 +16187,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18788,7 +18920,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18937,16 +19071,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19092,18 +19227,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Palauttaa parametrin arkussinin."
@@ -19289,6 +19412,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22123,7 +22254,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24018,8 +24152,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24640,7 +24778,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26228,10 +26368,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27647,8 +27790,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29950,11 +30093,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30800,7 +30946,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30812,6 +30962,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32836,7 +32996,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33173,14 +33335,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33188,22 +33350,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Palauttaa kahden vektorin jäännöksen."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Line2D.xml
msgid ""
@@ -34479,8 +34645,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34525,7 +34695,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34780,9 +34953,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35243,7 +35416,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36146,7 +36321,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36375,7 +36553,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36396,7 +36574,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37113,6 +37294,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37201,13 +37385,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39911,7 +40107,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40427,11 +40625,11 @@ msgstr "Palauttaa kahden vektorin jäännöksen."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40465,11 +40663,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40491,11 +40689,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40877,7 +41075,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42343,6 +42543,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46251,7 +46461,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/PopupMenu.xml
@@ -46490,7 +46702,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47220,7 +47434,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49901,8 +50119,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49925,15 +50154,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51530,17 +51766,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51549,8 +51796,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53480,11 +53733,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53921,7 +54178,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54065,13 +54324,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54254,7 +54519,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54394,6 +54663,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54406,7 +54687,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55261,7 +55545,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55881,6 +56168,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56066,7 +56361,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56215,7 +56512,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57442,7 +57741,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57458,7 +57760,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57649,7 +57953,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58916,6 +59220,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58977,6 +59284,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58999,7 +59309,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60136,6 +60449,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60166,6 +60484,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60207,7 +60530,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61565,39 +61890,46 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
-msgstr ""
+"theme has [code]theme_type[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
@@ -61614,15 +61946,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61634,16 +61968,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
@@ -61654,16 +61989,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
@@ -61672,16 +62008,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
@@ -61692,17 +62030,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61715,9 +62055,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61725,8 +62065,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61741,7 +62081,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61758,18 +62098,22 @@ msgid ""
msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
@@ -61778,31 +62122,38 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61831,87 +62182,88 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Laskee kahden vektorin ristitulon."
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65091,21 +65443,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65118,7 +65474,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65147,7 +65503,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65157,22 +65545,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65185,8 +65586,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65384,16 +65787,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66647,10 +67050,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66661,8 +67069,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66814,7 +67222,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67346,6 +67756,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71515,6 +71941,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74056,7 +74486,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 42ab5537f4..749fea9ef9 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -484,7 +484,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -499,7 +500,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -549,8 +554,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -560,7 +566,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -614,7 +621,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -626,7 +634,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -868,12 +877,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1041,10 +1054,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3479,6 +3497,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4163,8 +4201,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4855,19 +4892,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4888,21 +4927,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4911,9 +4954,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5565,9 +5609,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5741,8 +5785,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6453,7 +6497,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6690,7 +6739,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7064,7 +7118,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7249,6 +7306,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7268,9 +7328,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7338,7 +7402,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8744,8 +8816,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8796,10 +8869,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9041,12 +9124,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9592,7 +9669,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9753,12 +9835,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9886,10 +9972,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9906,6 +9991,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10046,7 +10146,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10403,14 +10506,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10420,22 +10523,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11724,7 +11827,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11817,7 +11920,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11845,9 +11950,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12344,13 +12449,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12376,8 +12482,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12690,12 +12798,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12740,8 +12848,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12789,8 +12899,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12852,7 +12965,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12977,7 +13090,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13682,17 +13798,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13999,12 +14115,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14041,12 +14158,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15206,7 +15324,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15232,7 +15358,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15973,7 +16103,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18698,7 +18830,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18847,16 +18981,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19001,18 +19136,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19195,6 +19318,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22027,7 +22158,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23919,8 +24053,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24540,7 +24678,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26124,10 +26264,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27534,8 +27677,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29835,11 +29978,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30684,7 +30830,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30696,6 +30846,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32716,7 +32876,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33053,14 +33215,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33068,21 +33230,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34358,8 +34520,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34404,7 +34570,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34659,9 +34828,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35120,7 +35289,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36005,7 +36176,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36232,7 +36406,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36253,7 +36427,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36963,6 +37140,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37047,13 +37227,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39757,7 +39949,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40268,11 +40462,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40306,11 +40500,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40332,11 +40526,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40717,7 +40911,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42181,6 +42377,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46081,7 +46287,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46320,7 +46528,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47049,7 +47259,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49730,8 +49944,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49754,15 +49979,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51358,17 +51590,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51377,8 +51620,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53307,11 +53556,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53748,7 +54001,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53892,13 +54147,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54081,7 +54342,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54221,6 +54486,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54233,7 +54510,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55088,7 +55368,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55707,6 +55990,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55892,7 +56183,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56041,7 +56334,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57268,7 +57563,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57284,7 +57582,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57474,7 +57774,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58739,6 +59039,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58800,6 +59103,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58822,7 +59128,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59959,6 +60268,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59988,6 +60301,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60029,7 +60346,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61379,37 +61698,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61428,14 +61748,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61446,14 +61767,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61466,7 +61787,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61474,7 +61795,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61486,13 +61807,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61504,17 +61825,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61527,9 +61850,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61537,8 +61860,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61553,7 +61876,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61571,15 +61894,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61591,29 +61916,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61641,87 +61970,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64894,21 +65223,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64921,7 +65254,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64950,7 +65283,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64960,22 +65325,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64988,8 +65366,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65187,16 +65567,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66441,10 +66821,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66455,8 +66840,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66608,7 +66993,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67140,6 +67527,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71290,6 +71693,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73826,7 +74233,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 44d40e1bd5..2898e9ec19 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -56,13 +56,17 @@
# KikooDX <kikoodx@paranoici.org>, 2022.
# Kevin Bouancheau <kevin.bouancheau@gmail.com>, 2022.
# Maxim Lopez <maxim.lopez.02@gmail.com>, 2022.
+# Philippe Lamare <ph.lamare@free.fr>, 2022.
+# Augustin Ambiehl <ambiehlaugustin@gmail.com>, 2022.
+# Landry Simo <landrysimo99@gmail.com>, 2022.
+# Alexis Coudert <coudert.alex@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-08-04 05:23+0000\n"
-"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
+"PO-Revision-Date: 2022-12-03 00:47+0000\n"
+"Last-Translator: Alexis Coudert <coudert.alex@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@@ -70,7 +74,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -133,6 +137,7 @@ msgid "Default"
msgstr "Défaut"
#: doc/tools/make_rst.py
+#, fuzzy
msgid "Setter"
msgstr "Setter"
@@ -632,8 +637,8 @@ msgstr ""
"nombre à virgule flottante, avec des valeurs spécifiques conduisant aux "
"comportements suivants:\n"
"[codeblock]\n"
-"- Inférieur à -1.0 (exclus) : Plus lent au début et à la fin (\"ease in-out\""
-")\n"
+"- Inférieur à -1.0 (exclus) : Plus lent au début et à la fin (\"ease in-"
+"out\")\n"
"- 1.0 : Linéaire\n"
"- Entre -1.0 et 0.0 (exclus) : Plus rapide au début et à la fin (\"ease out-"
"in\")\n"
@@ -774,8 +779,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -790,7 +797,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Renvoie un tableau de dictionnaires représentant la pile d'appels en cours.\n"
"[codeblock]\n"
@@ -883,8 +894,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -894,26 +906,29 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
-msgstr ""
-"Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle "
-"spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée "
-"spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/"
-"code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] "
-"et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet "
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
+msgstr ""
+"Retourne un facteur d'interpolation ou d'extrapolation suivant l'intervalle "
+"spécifié dans [code]de[/code] et [code]à[/code], et la valeur interpolée "
+"spécifiée par [code]poids[/code]. La valeur retournée sera entre [code]0.0[/"
+"code] et [code]1.0[/code] si [code]poids[/code] est entre [code]de[/code] et "
+"[code]à[/code] (inclus). Si [code]poids[/code] se trouve en dehors de cet "
"intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure "
-"à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n"
+"à [code]0.0[/code] ou supérieure à [code]1.0[/code]). Utilisez [method "
+"clamp] sur le resultat de [method inverse_lerp] si cela n'est pas souhaité.\n"
"[codeblock]\n"
-"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le "
+"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est de "
"0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
-"# `middle` est maintenant 27.5.\n"
-"# Maintenant, on fait comme si on avait oublié le facteur d'interpolation "
-"original et qu'on veut le calculer.\n"
+"# `middle` vaut maintenant 27.5.\n"
+"# Admettons maintenant que l'on ait oublié le facteur d'interpolation "
+"original et que l'on veut le calculer.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
-"# `ratio` est maintenant 0.75.\n"
+"# `ratio` vaut maintenant 0.75.\n"
"[/codeblock]\n"
-"Voir aussi [method lerp] qui fait l'opération inverse."
+"Voir aussi [method lerp] qui fait l'opération inverse et [method range_lerp] "
+"qui fait correspondre une série de valeurs continues à une autre."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -990,7 +1005,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -1002,14 +1018,16 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
-msgstr ""
-"L'interpolation linéaire entre deux valeurs avec un facteur défini par "
-"[code]weight[/code]. Pour faire une interpolation, [code]weight[/code] doit "
-"être entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, des "
-"valeurs en dehors de cet intervalle sont autorisés pour faire une "
-"[i]extrapolation[/i].\n"
-"Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou "
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
+msgstr ""
+"Effectue une interpolation linéaire entre deux valeurs par un facteur défini "
+"dans [code]poids[/code]. Pour effectuer l'interpolation, [code]poids[/code] "
+"se situer entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, "
+"des valeurs en dehors de cet intervalle sont autorisés pour effectuer une "
+"[i]extrapolation[/i]. Utilisez [method clamp] sur le résultat de [method "
+"lerp] si cela n'est pas souhaité.\n"
+"Si les arguments [code]de[/code] et [code]à[/code] sont de type [int] ou "
"[float], la valeur retournée est un [float].\n"
"Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), "
"la valeur de retour sera du même type (puisque [code]lerp[/code] appelle "
@@ -1018,9 +1036,10 @@ msgstr ""
"lerp(0, 4, 0.75) # Retourne 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n"
"[/codeblock]\n"
-"Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une "
-"interpolation plus douce avec [method lerp], combinez l'appel avec [method "
-"ease] ou [method smoothstep]."
+"Voir aussi [method inverse_lerp] qui effectue l'opération inverse. Pour "
+"effectuer une interpolation adoucie avec [method lerp], combinez l'appel "
+"avec [method ease] ou [method smoothstep]. Voir aussi [method range_lerp] "
+"pour faire correspondre une série de valeurs continues à une autre."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1442,19 +1461,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque "
-"le débogueur est activé.\n"
-"La sortie dans la console ressemblerait à ceci :\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1733,17 +1750,27 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"Permet de trouver la valeur correspondante dans l'intervalle [code][ostart, "
-"ostop][/code] de la valeur [code]value[/code] appartenant à l'intervalle "
-"[code][istart, istop][/code].\n"
+"Fait correspondre une [code]valeur[/code] de l'intervalle [code][idebut, "
+"ifin][/code] à [code][odebut, ofin][/code]. Voir aussi [method lerp] et "
+"[method inverse_lerp]. Si la [code]valeur[/code] est en dehors de [code]"
+"[idebut, ifin][/code], la valeur résultante sera aussi en dehors de [code]"
+"[odebut, ofin][/code]. Utilisez [method clamp] sur le résultat de [method "
+"range_lerp] si cela n'est pas souhaité.\n"
"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Renvoie la valeur 0.5\n"
-"[/codeblock]"
+"range_lerp(75, 0, 100, -1, 1) # Retourne 0.5\n"
+"[/codeblock]\n"
+"Pour les cas d'utilisation plus complexes avec plusieurs intervalles, "
+"favorisez plutôt [Curve] ou [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1849,26 +1876,27 @@ msgid ""
"-1.6521) return values[/url]"
msgstr ""
"Retourne le résultat de l'interpolation douce de la valeur [code]s[/code] "
-"entre [code]0[/code] et [code]1[/code], basée sur la position de "
-"[code]s[/code] entre [code]from[/code] et [code]to[/code].\n"
+"entre [code]0[/code] et [code]1[/code], basée sur la position de [code]s[/"
+"code] entre [code]from[/code] et [code]to[/code].\n"
"La valeur retournée est [code]0[/code] si [code]s <= from[/code], et "
"[code]1[/code] si [code]s >= to[/code]. Si [code]s[/code] se trouve entre "
"[code]from[/code] et [code]to[/code], la valeur retournée suit une courbe en "
"S qui représente les positions de [code]s[/code] entre[code]0[/code] et "
"[code]1[/code].\n"
"Cette courbe en S est l'interpolation cubique d'Hermite, obtenu par la "
-"fonction mathématique [code]f(y) = 3*y^2 - 2*y^3[/code] où [code]y = (x-from)"
-" / (to-from)[/code].\n"
+"fonction mathématique [code]f(y) = 3*y^2 - 2*y^3[/code] où [code]y = (x-"
+"from) / (to-from)[/code].\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # Retourne 0.0\n"
"smoothstep(0, 2, 0.5) # Retourne 0.15625\n"
"smoothstep(0, 2, 1.0) # Retourne 0.5\n"
"smoothstep(0, 2, 2.0) # Retourne 1.0\n"
"[/codeblock]\n"
-"Comparé à l'utilisateur [method ease] avec une valeur de courbe de [code]-1."
-"6521[/code], [method smoothstep] retourne la courbe la plus douce possible, "
-"sans changement brusque de dérivée. Si vous avez besoin d'effectuer des "
-"transitions plus avancées, utilisez [Tween] ou [AnimationPlayer].\n"
+"Comparé à l'utilisateur [method ease] avec une valeur de courbe de "
+"[code]-1.6521[/code], [method smoothstep] retourne la courbe la plus douce "
+"possible, sans changement brusque de dérivée. Si vous avez besoin "
+"d'effectuer des transitions plus avancées, utilisez [Tween] ou "
+"[AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"smoothstep_ease_comparison.png]Comparaison entre les valeurs retournées par "
"smoothstep() et ease(x, -1.6521)[/url]"
@@ -4008,7 +4036,6 @@ msgid "VR Controller analog trigger."
msgstr "Gâchette analogique de la manette VR."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "VR Controller analog grip (side buttons)."
msgstr "Bouton guide du contrôleur de jeu SDL."
@@ -4157,10 +4184,13 @@ msgid "MIDI stop message. Stop the current sequence."
msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr ""
+"Message de détection d'activité MIDI. Ce message est destiné à être envoyé à "
+"plusieurs reprises pour indiquer au récepteur qu'une connexion est active."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4633,6 +4663,26 @@ msgstr ""
"Indique qu'une image est comprimé en utlisant la compression sans perte."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)."
@@ -5484,8 +5534,7 @@ msgstr "Animation Sprite 2D"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "Démo 2D « Dodge The Creeps »"
@@ -6418,25 +6467,29 @@ msgstr ""
"[AnimationRootNode], sinon les éditeurs n'afficheront pas le nœud pour ajout."
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
-msgstr "Obtient la légende pour ce nœud (utilisé par certains éditeurs)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
+msgstr ""
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour remplacer le texte de légende de ce nœud."
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
-"Obtient un nœud enfant par son index (utilisé par les éditeurs héritant "
-"d'[AnimationRootNode])."
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour retourner un nœud enfant par [code]nom[/code]."
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
-"Obtient tous les nœuds enfants dans l'ordre en tant que dictionnaire "
-"[code]name: node[/code]. Utile uniquement lorsque [AnimationRootNode] est "
-"hérité."
+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
+"virtuelle pour retourner tous les nœuds enfants en tant que dictionnaire "
+"[code]nom : nœud[/code]."
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6461,16 +6514,22 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
-"Obtient la valeur par défaut d'un paramètre. Les paramètres sont la mémoire "
-"locale personnalisé utilisé pour vos nœuds, étant donné qu'une ressource "
-"peut être réutilisé dans plusieurs arbres de nœuds."
+"Lors de l'héritage de [AnimationRootNode], implémente cette méthode "
+"virtuelle pour obtenirla valeur par défaut du paramètre \"[code]name[/"
+"code]\". Les paramètres sont de la mémoire locale personnalisée utilisée "
+"pour vos nœuds, étant donné qu'une ressource peut être réutilisée dans "
+"plusieurs arbres."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
@@ -6480,9 +6539,11 @@ msgstr ""
"format est similaire à [method Object.get_property_list]."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
"Renvoie [code]true[/code] si vous souhaitez que l'éditeur de mélange d'arbre "
"affiche l'édition de filtre sur ce nœud."
@@ -6492,10 +6553,12 @@ msgid "Returns whether the given path is filtered."
msgstr "Retourne quand un chemin donné est filtré."
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -7317,13 +7380,14 @@ msgstr ""
"court."
#: doc/classes/AnimationNodeStateMachineTransition.xml
+#, fuzzy
msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -7568,9 +7632,10 @@ msgstr ""
"Retourne le nom de [code]animation[/code] ou un chaine vide si n'existe pas."
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
"Retourne le [Animation] avec la clé [code]name[/code] ou [code]null[/code] "
"s'il n'est pas trouvé."
@@ -8491,12 +8556,13 @@ msgstr "Une aire 3D pour la détection et les influences physiques et audio."
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
-"La zone 3D qui détecte nœuds [CollisionObject] qui se chevauchent, entrent "
-"ou sortent. Peut également modifier ou surcharger les paramètres de physique "
-"locale (gravité, amortissement) et passer l'audio à des bus audio "
-"personnalisés."
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -8827,7 +8893,12 @@ msgstr "Une aire 2D pour la détection et les influences physiques et audio."
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -9411,6 +9482,7 @@ msgstr ""
"les éléments placés après devront tous être décalés."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -9419,7 +9491,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent "
"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec "
@@ -9706,8 +9781,12 @@ msgstr ""
"découpage."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9730,6 +9809,7 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9738,9 +9818,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9842,6 +9926,7 @@ msgid ""
msgstr ""
#: doc/classes/ArrayMesh.xml
+#, fuzzy
msgid ""
"Creates a new surface.\n"
"Surfaces are created to be rendered using a [code]primitive[/code], which "
@@ -9856,7 +9941,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
"Crée une nouvelle surface.\n"
"Les surfaces sont créées pour être rendues en utilisant une [code]primitive[/"
@@ -9866,13 +9959,23 @@ msgstr ""
"deviendra l'index [code]surf_idx[/code] pour cette nouvelle surface.\n"
"L'argument [code]arrays[/code] est un tableau de tableaux. Voir [enum "
"ArrayType] pour les valeurs utilisées dans ce tableau. Par exemple, "
-"l'argument [code]arrays[/code] est le tableau des sommets. Ce premier sous-"
-"tableau de sommets est nécessaire ; les autres sont facultatifs. L'ajout "
-"d'un tableau d'indices met cette fonction en \"mode index\" où les sommets "
-"et d'autres tableaux deviennent les sources de données et le tableau d'index "
-"définit l'ordre des vertex. Tous les sous-tableau doivent avoir la même "
-"longueur que le tableau des sommets, ou être vides, sauf pour [constant "
-"ARRAY_INDEX] s'il est utilisé."
+"l'argument [code]arrays[0]/code] est le tableau des sommets. Ce premier sous-"
+"tableau de sommets est toujours requis ; les autres sont facultatifs. "
+"L'ajout d'un tableau d'indices met cette fonction en \"mode index\" où les "
+"sommets et d'autres tableaux deviennent les sources de données et le tableau "
+"d'index définit l'ordre des vertex. Tous les sous-tableau doivent avoir la "
+"même longueur que le tableau des sommets, ou être vides, sauf pour [constant "
+"ARRAY_INDEX] s'il est utilisé.\n"
+"[code]compress_flags[/code] est un champ de bits fait de valeurs [enum Mesh."
+"ArrayFormat]. Il prend par défaut la valeur de [constant Mesh."
+"ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] Le [code]compress_flags[/code] par défaut valide [constant Mesh."
+"ARRAY_COMPRESS_COLOR], qui rend les couleurs de sommet stockées sous forme "
+"d'entiers non signés 8 bits. Cela bloquera les couleurs de sommet trop "
+"lumineuses à [code]Color(1, 1, 1, 1)[/code] et réduira leur précision. Pour "
+"stocker des couleurs de sommet HDR, enlever le flag de compression de "
+"couleur de sommet en passant [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh."
+"ARRAY_COMPRESS_COLOR[/code] comme la valeur de [code]compress_flags[/code]."
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
@@ -11868,8 +11971,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr "Démo d'enregistrement du microphone"
@@ -11928,12 +12032,22 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
+msgstr "Bus audio"
+
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
@@ -12218,12 +12332,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr "Bus audio"
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr "L'intensité de la distorsion. Cette valeur est comprise entre 0 et 1."
@@ -12455,7 +12563,6 @@ msgid "Gain amount of the frequencies after the filter."
msgstr "La valeur du gain de fréquences après le filtre."
#: doc/classes/AudioEffectFilter.xml
-#, fuzzy
msgid "Amount of boost in the frequency range near the cutoff frequency."
msgstr ""
"Quantité de boost dans les harmoniques près de la fréquence de coupure."
@@ -12906,9 +13013,13 @@ msgstr ""
"[code]at_position[/code]."
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
-"Retourne le nom de tous les appareils d'entrée audio détectés par le système."
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
@@ -13095,21 +13206,30 @@ msgid "Number of available audio buses."
msgstr "Nombre de bus audio disponibles."
#: doc/classes/AudioServer.xml
+#, fuzzy
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
"Le nom du périphérique actuel pour l'entrée audio (voir [method "
-"get_device_list)]. Sur les systèmes avec plusieurs entrées audio (comme "
-"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour "
-"sélectionner le périphérique d'entrée pour l'audio. La valeur "
-"[code]\"Defaut\"[/code] enregistrera l'audio sur l'entrée audio par défaut "
-"du système. Si un nom de périphérique invalide est défini, la valeur sera "
-"retournée à [code]\"Defaut\"[/code]."
+"capture_get_device_list]. Sur les systèmes avec plusieurs entrées audio "
+"(comme l'analogique, l'USB et l'audio par HDMI), ceci peut être utilisé pour "
+"sélectionner le périphérique d'entrée audio. La valeur [code]\"Default\"[/"
+"code] enregistrera l'audio sur l'entrée audio par défaut du système. Si un "
+"nom de périphérique invalide est défini, la valeur sera retournée à "
+"[code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] doit être "
+"[code]true[/code] pour que l'entrée audio fonctionne. Voir aussi la "
+"description de ce paramètre pour les avertissements liés aux autorisations "
+"et aux paramètres de confidentialité du système d'exploitation."
#: doc/classes/AudioServer.xml
msgid ""
@@ -13276,16 +13396,10 @@ msgstr "Efface la mémoire tampon des échantillons audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
-"Retourne le nombre de frames de données audio restantes à jouer. Si ce "
-"nombre atteint [code]0[/code], l'audio cessera de jouer jusqu'à ce que de "
-"nouvelles frames soient ajoutés. Par conséquent, assurez-vous que votre "
-"script peut toujours générer et pousser de nouveaux frames audio assez "
-"rapidement pour éviter les craquements audio."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -13309,6 +13423,21 @@ msgstr ""
"langages compilés avec GDNative, mais [method push_frame] peut être "
"[i]moins[/i] efficace avec GDScript."
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr "Le pilote de flux audio MP3."
@@ -13462,8 +13591,12 @@ msgid "Plays positional sound in 2D space."
msgstr "Joue un son localisé dans un espace 2D."
#: doc/classes/AudioStreamPlayer2D.xml
+#, fuzzy
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -13939,14 +14072,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -13955,23 +14088,28 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "Le mode de mémoire tampon. Voir les constantes [enum CopyMode]."
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
+"Le type de base à utiliser lorsque [member call_mode] est défini à [constant "
+"CALL_MODE_INSTANCE]."
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopy met en tampon une région rectangulaire."
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy met en mémoire tampon tout l'écran."
#: doc/classes/BakedLightmap.xml
@@ -15631,7 +15769,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -15755,7 +15893,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -15788,14 +15928,10 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
-"La taille de la caméra mesurée comme la moitié de la largeur ou de la "
-"hauteur. N'est applicable qu'en modes orthogonal et frustum. Comme [member "
-"keep_aspect] verrouille l'axe, [code]size[/code] fixe la longueur de la "
-"taille sur l'autre axe."
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
@@ -16045,18 +16181,16 @@ msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
-"La marge gauche nécessaire pour glisser la caméra. Une valeur de "
-"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
-"l'écran."
+"La marge gauche nécessaire pour glisser la caméra. Une valeur de [code]1[/"
+"code] ne déplace la caméra que lorsqu'elle atteint le bord de l'écran."
#: doc/classes/Camera2D.xml
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
-"La marge droite nécessaire pour glisser la caméra. Une valeur de "
-"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
-"l'écran."
+"La marge droite nécessaire pour glisser la caméra. Une valeur de [code]1[/"
+"code] ne déplace la caméra que lorsqu'elle atteint le bord de l'écran."
#: doc/classes/Camera2D.xml
msgid ""
@@ -16425,18 +16559,20 @@ msgid "Base class of anything 2D."
msgstr "Classe de base de tout ce qui est 2D."
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
"Base class of anything 2D. Canvas items are laid out in a tree; children "
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -16488,10 +16624,19 @@ msgid "Custom drawing in 2D"
msgstr ""
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
+"Appelé lorsque le nœud entre dans la [SceneTree] (par exemple en étant "
+"instancié, au changement de scène, ou après avoir appelé [method add_child] "
+"dans un script). Si le nœud a des enfants, sa méthode [méthod enter_tree] "
+"sera appelée d'abord, puis ensuite celle de ses enfants.\n"
+"Correspond à la notification [constant NOTIFICATION_ENTER_TREE] dans [method "
+"Object._notification]."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16637,7 +16782,6 @@ msgstr ""
"avec anti-crénelage."
#: doc/classes/CanvasItem.xml
-#, fuzzy
msgid ""
"Draws multiple disconnected lines with a uniform [code]width[/code] and "
"segment-by-segment coloring. Colors assigned to line segments match by index "
@@ -16653,17 +16797,20 @@ msgid ""
"antialiasing. 2D batching is also still supported with those antialiased "
"lines."
msgstr ""
-"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
-"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
-"segments de ligne correspondent par index entre [code]points[/code] et "
-"[code]colors[/code].\n"
-"[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de "
-"rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir "
-"peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, "
+"Dessine des lignes déconnectées avec une [code]width[/code] uniforme et une "
+"coloration segment par segment. Les couleurs attribuées aux segments de "
+"ligne correspondent par index entre [code]points[/code] et [code]colors[/"
+"code]. Lorsque vous dessinez de grandes quantités de lignes, cela est plus "
+"rapide que d'utiliser des appels individuels[method draw_line]. Pour tracer "
+"des lignes interconnectées, utiliser [method draw_polyline_colors] à la "
+"place.\n"
+"[b]Note :[/b] [code]width[/code] et [code]antialiased[/code] ne sont pas "
+"actuellement implémentés et ne produisent aucun effet. Comme contournement, "
"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
-"mipmap pour l'anti-crénelage."
+"mipmap pour l'anti-crénelage. Le traitement par lots 2D est également "
+"supporté avec ces lignes anti-crénelage."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16982,12 +17129,13 @@ msgstr ""
"Retourne [code]true[/code] si les notification des transformations globales "
"sont communiquées aux enfants."
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
"Retourne [code]true[/code] si le nœud est présent dans le [SceneTree], que "
"sa propriété [member visible] est [code]true[/code] et que tous ses parents "
@@ -17055,11 +17203,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
-"Ajoute le [CanvasItem] pour être mis à jour. [constant NOTIFICATION_DRAW] "
-"sera émise sur le temps inoccupé pour demander la mise à jour."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -17117,12 +17265,12 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
-"Émis lorsque le [CanvasItem] doit être redessiné. Ça ne peut être que "
-"connecté qu'en temps réel, puisque le différer peut ne pas permettre le "
-"dessin."
#: doc/classes/CanvasItem.xml
msgid "Emitted when becoming hidden."
@@ -17194,7 +17342,8 @@ msgstr ""
"reçue que si elle est activée par [method set_notify_local_transform]."
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+#, fuzzy
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr "Le [CanvasItem] est demandé de dessiner."
#: doc/classes/CanvasItem.xml
@@ -17348,7 +17497,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -18267,11 +18419,12 @@ msgid "Removes the given shape owner."
msgstr "Supprime le propriétaire de la forme donnée."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+#, fuzzy
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
"Si [code]value[/code] est [code]true[/code], définit le [code]bit[/code] "
"spécifié dans le calque [member collision_layer].\n"
@@ -18279,11 +18432,12 @@ msgstr ""
"spécifié dans le calque [member collision_layer]."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
+#, fuzzy
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
"Si [code]value[/code] est [code]true[/code]], définit le [code]bit[/code] "
"spécifié dans le masque [nom collision_mask].\n"
@@ -18706,13 +18860,15 @@ msgstr ""
"Nœud qui représente les données de forme de collision dans l’espace 3D."
#: doc/classes/CollisionShape.xml
+#, fuzzy
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
"Un élément d'aide de l'éditeur pour créer et modifier des formes de "
"collision dans l'espace 3D. Vous pouvez utiliser ce nœud pour représenter "
@@ -18760,13 +18916,15 @@ msgstr ""
"Le nœud qui représente les données de forme de collision dans l'espace 2D."
#: doc/classes/CollisionShape2D.xml
+#, fuzzy
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
"Un élément d'aide de l'éditeur pour créer et modifier des formes de "
"collision dans l'espace 2D. Vous pouvez utiliser ce nœud pour représenter "
@@ -19277,12 +19435,10 @@ msgid "Antique white color."
msgstr "Couleur blanc antique."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Aqua color."
msgstr "Couleur aqua."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Aquamarine color."
msgstr "Couleur aigue-marine."
@@ -19363,7 +19519,6 @@ msgid "Dark cyan color."
msgstr "Couleur cyan foncé."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Dark goldenrod color."
msgstr "Couleur verge d'or foncé."
@@ -19436,7 +19591,6 @@ msgid "Dim gray color."
msgstr "Couleur gris pâle."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Dodger blue color."
msgstr "Couleur bleue Dodger."
@@ -19457,7 +19611,6 @@ msgid "Fuchsia color."
msgstr "Couleur fuchsia."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Gainsboro color."
msgstr "Couleur Gainsboro."
@@ -19470,7 +19623,6 @@ msgid "Gold color."
msgstr "Couleur or."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Goldenrod color."
msgstr "Couleur verge d'or."
@@ -19599,7 +19751,6 @@ msgid "Maroon color."
msgstr "Couleur marron."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Medium aquamarine color."
msgstr "Couleur bleu-marine moyenne."
@@ -19684,7 +19835,6 @@ msgid "Orchid color."
msgstr "Couleur d’orchidée."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Pale goldenrod color."
msgstr "Couleur verge d'or pâle."
@@ -19729,7 +19879,6 @@ msgid "Purple color."
msgstr "Couleur violette."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Rebecca purple color."
msgstr "Couleur violette Rebecca."
@@ -19766,7 +19915,6 @@ msgid "Seashell color."
msgstr "Couleur coquillage."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Sienna color."
msgstr "Couleur Sienne."
@@ -19807,7 +19955,6 @@ msgid "Teal color."
msgstr "Couleur sarcelle."
#: doc/classes/Color.xml
-#, fuzzy
msgid "Thistle color."
msgstr "Couleur chardon."
@@ -20181,15 +20328,16 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
-"Une ressource en forme de polygone concave, qui peut être utilisée dans un "
-"[PhysicsBody] ou une aire. Cette forme est créée à partir d'une liste de "
-"triangles.\n"
-"[b]Note :[/b] Lorsque qu'elle est utilisée pour les collisions, "
-"[ConcavePolygonShape] ne fonctionnera qu'avec les nœuds statiques "
-"[PhysicsBody] comme les [StaticBody] et non pas avec [KinematicBody] ou "
-"[RigidBody] quand ils ne sont pas en mode Static."
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
@@ -20204,6 +20352,7 @@ msgid "Concave polygon 2D shape resource for physics."
msgstr "Ressource de forme de polygone concave 2D pour la physique."
#: doc/classes/ConcavePolygonShape2D.xml
+#, fuzzy
msgid ""
"Concave polygon 2D shape resource for physics. It is made out of segments "
"and is optimal for complex polygonal concave collisions. However, it is not "
@@ -20214,7 +20363,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
"Une ressource en forme de polygone concave pour la physique 2D. Elle est "
"composée de segments et est optimal pour les collisions complexes de "
@@ -20259,7 +20412,6 @@ msgstr ""
"Plus c'est haut, plus c'est rapide."
#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
-#, fuzzy
msgid ""
"Defines, how fast the swing- and twist-speed-difference on both sides gets "
"synced."
@@ -21405,10 +21557,10 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
-"Voler le focus d'un autre contrôle et devenir le contrôle focalisé (voir "
-"[member focus_mode])."
#: doc/classes/Control.xml
msgid ""
@@ -22990,10 +23142,10 @@ msgid ""
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
-"Magnétise l'un des 4 côtés d'ancrage à l'origine de l'ancrage "
-"[code]Rect[/code], en haut à gauche. Utilisez-le avec l'une des variables "
-"membres [code]anchor_*[/code], comme [member anchor_left]. Pour modifier les "
-"4 ancres à la fois, utilisez [method set_anchors_preset]."
+"Magnétise l'un des 4 côtés d'ancrage à l'origine de l'ancrage [code]Rect[/"
+"code], en haut à gauche. Utilisez-le avec l'une des variables membres "
+"[code]anchor_*[/code], comme [member anchor_left]. Pour modifier les 4 "
+"ancres à la fois, utilisez [method set_anchors_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -25097,10 +25249,13 @@ msgid "A mathematic curve."
msgstr "Une courbe mathématique."
#: doc/classes/Curve.xml
+#, fuzzy
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
"Une courbe qui peut être sauvegardée et réutilisée pour d'autres objets. Par "
"défaut, elle va de [code]0[/code] à [code]1[/code] selon l'axe Y et les "
@@ -25286,26 +25441,28 @@ msgstr ""
"Ça garde un cache des points calculés le long de la courbe, pour accélérer "
"les calculs ultérieurs."
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
+#, fuzzy
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
"Ajoute un point à une courbe à la [code]position[/code] par rapport à la "
-"position de la [Curve2D], avec des points de contrôle d'entrée "
-"[code]in[/code] et de sortie [code]out[/code].\n"
+"position de la [Curve2D], avec des points de contrôle d'entrée [code]in[/"
+"code] et de sortie [code]out[/code].\n"
"Si [code]at_position[/code] est spécifié, le point est inséré juste avant ce "
"numéro de point [code]at_position[/code], en déplaçant ce point (et tous les "
-"autres points qui suivent) après le point inséré. Si [code]at_position[/code]"
-" n'est pas donné, ou est une valeur invalide ([code]at_position < 0[/code] "
-"ou [code]at_position >= [method get_point_count][/code]), le point sera "
-"ajouté en dernier."
+"autres points qui suivent) après le point inséré. Si [code]at_position[/"
+"code] n'est pas donné, ou est une valeur invalide ([code]at_position < 0[/"
+"code] ou [code]at_position >= [method get_point_count][/code]), le point "
+"sera ajouté en dernier."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -25520,27 +25677,6 @@ msgstr ""
"accélérer de nouveaux calculs."
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-"Ajoute un point à la courbe à [code]position[/code] par rapport à la "
-"position [Curve3D], avec des points de contrôle [code]in[/code] et "
-"[code]out[/code].\n"
-"Si [code]at_position[/code] est spécifiée, le point est inséré avant le "
-"numéro de point [code]at_position[/code], deplaçant ce point (et tous les "
-"suivants) après le point inséré. Si [code]at_position[/code] n'est pas "
-"spécifiée, ou est une valeur invalide ([code]at_position <0[/code] ou "
-"[code]at_position >= [method get_point_count][/code]), le point sera ajouté "
-"à la fin de la liste des points."
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Retourne le cache de points sous forme de [PoolVector3Array]."
@@ -25797,6 +25933,14 @@ msgid "Cylinder shape for collisions."
msgstr "Une forme cylindrique pour les collisions."
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "La hauteur du cylindre."
@@ -26418,8 +26562,8 @@ msgstr ""
"Change le dossier actuellement ouvert par celui donné en argument. "
"L'argument peut être relatif au répertoire actuel (par exemple "
"[code]nouveau_dossier[/code] ou [code]./dossier[/code]), ou être un chemin "
-"absolu (par exemple [code]/tmp/dossier[/code] ou [code]res://parent/"
-"dossier[/code]).\n"
+"absolu (par exemple [code]/tmp/dossier[/code] ou [code]res://parent/dossier[/"
+"code]).\n"
"Retourne une des constantes de code [enum Error] (et [code]OK[/code] en cas "
"de succès)."
@@ -29976,6 +30120,7 @@ msgid "Base script that can be used to add extension functions to the editor."
msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur."
#: doc/classes/EditorScript.xml
+#, fuzzy
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
@@ -29993,7 +30138,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
"Les scripts héritant de cette classe et implémentant la méthode [method "
"_run] peuvent être exécutés depuis l'éditeur de script avec l'option de menu "
@@ -31794,7 +31942,6 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-#, fuzzy
msgid "The screen-space ambient occlusion color."
msgstr "Le rayon d'occlusion ambiante de l'espace de l'écran primaire."
@@ -31852,7 +31999,6 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
-#, fuzzy
msgid "The default exposure used for tonemapping."
msgstr "L’exposition par défaut utilisée pour tonifier."
@@ -32292,11 +32438,13 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
-"Retourne le fichier complet en [String].\n"
-"Le texte est interprété comme étant encodé en UTF-8."
#: doc/classes/File.xml
msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
@@ -32959,7 +33107,6 @@ msgid ""
msgstr ""
#: doc/classes/FlowContainer.xml
-#, fuzzy
msgid "Base class for flow containers."
msgstr "La classe de base pour les conteneurs de flux."
@@ -33013,7 +33160,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -33984,20 +34133,19 @@ msgid ""
msgstr ""
"Gonfle ou dégonfle [code]polygon[/code] par la quantité [code]delta[/code] "
"unités (pixels) dans toutes les directions. Si [code]delta[/code] est "
-"positif, le polygone décale chaque sommet vers l'extérieur. Si "
-"[code]delta[/code] est négatif, décale chaque sommet vers l'intérieur. "
-"Retourne une liste des polygones parce que gonflage/dégonflage peut produire "
-"plusieurs polygones distinctes. Retourne un tableau vide si "
-"[code]delta[/code] est négatif et la valeur absolue de celui-ci dépasse "
-"approximativement les dimensions du rectangle minimal englobant du polygone."
-"\n"
+"positif, le polygone décale chaque sommet vers l'extérieur. Si [code]delta[/"
+"code] est négatif, décale chaque sommet vers l'intérieur. Retourne une liste "
+"des polygones parce que gonflage/dégonflage peut produire plusieurs "
+"polygones distinctes. Retourne un tableau vide si [code]delta[/code] est "
+"négatif et la valeur absolue de celui-ci dépasse approximativement les "
+"dimensions du rectangle minimal englobant du polygone.\n"
"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], "
"voir [enum PolyJoinType].\n"
"L'opération peut fournir un polygone extérieur (la limite extérieure) et "
"plusieurs polygones à intérieur (représentant les trous) qui pourraient être "
"distingués en appelant [method is_polygon_clockwise].\n"
-"[b]Note :[/b] Pour transformer les sommets en polygone, utilisez la méthode ["
-"method Transform2D.xform]:\n"
+"[b]Note :[/b] Pour transformer les sommets en polygone, utilisez la méthode "
+"[method Transform2D.xform]:\n"
"[codeblock]\n"
"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
"100), Vector2(0, 100)])\n"
@@ -34030,8 +34178,8 @@ msgstr ""
"vide.\n"
"Les sommets de chaque polygone sont arrondis suivant [code]join_type[/code], "
"voir [enum PolyJoinType].\n"
-"Chaque point d'extrémité du polygone sera arrondi suivant "
-"[code]end_type[/code], voir [enum PolyEndType].\n"
+"Chaque point d'extrémité du polygone sera arrondi suivant [code]end_type[/"
+"code], voir [enum PolyEndType].\n"
"L'opération peut fournir un polygone extérieur (la limite extérieur) et "
"plusieurs polygones à intérieur (représentant les trous) qui pourraient être "
"distingués en appelant [method is_polygon_clockwise]."
@@ -34861,12 +35009,16 @@ msgstr ""
"des couleurs entre des points de couleur définis par l'utilisateur."
#: doc/classes/Gradient.xml
+#, fuzzy
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
"À partir d'un ensemble de couleurs, cette ressource les interpolera dans "
"l'ordre. Cela signifie que si vous avez la couleur 1, la couleur 2 et la "
@@ -35581,8 +35733,8 @@ msgstr ""
"[code]custom_left[/code]/[code]right[/code] est une texture personnalisée "
"pour le port de ce côté.\n"
"[b]Note :[/b] Cette méthode ne définit que les propriétés de l'emplacement. "
-"Pour créer l'emplacement, ajoutez un enfant dérivé de [Control] au GraphNode."
-"\n"
+"Pour créer l'emplacement, ajoutez un enfant dérivé de [Control] au "
+"GraphNode.\n"
"Les propriétés individuelles peuvent être définies en utilisant l'une des "
"méthodes [code]set_slot_*[/code]. Vous devez activer au moins un côté de "
"l'emplacement pour le faire."
@@ -36245,7 +36397,6 @@ msgid "Horizontal version of [FlowContainer]."
msgstr "La version horizontale du [FlowContainer]."
#: doc/classes/HingeJoint.xml
-#, fuzzy
msgid "A hinge between two 3D PhysicsBodies."
msgstr "Une articulation de torsion entre deux corps 3D."
@@ -36503,7 +36654,6 @@ msgid ""
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
-#, fuzzy
msgid "Used when the mouse hovers over the grabber."
msgstr "Utilisé lorsque la souris survole le glisseur."
@@ -36615,11 +36765,12 @@ msgid "Low-level hyper-text transfer protocol client."
msgstr "Client de protocole de transfert hypertexte de bas niveau."
#: doc/classes/HTTPClient.xml
+#, fuzzy
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -37675,12 +37826,12 @@ msgstr ""
"des fichiers ou du contenu web via HTTP.\n"
"[b]Avertissement :[/b] Voir les notes et avertissements du [HTTPClient] pour "
"les limites, notamment concernant la sécurité SSL.\n"
-"[b]Exemple pour contacter une API REST et afficher les champs retournés :[/b]"
-"\n"
+"[b]Exemple pour contacter une API REST et afficher les champs retournés :[/"
+"b]\n"
"[codeblock]\n"
"func _ready():\n"
-" # Créer un nœud de requête HTTP et le connecter au signal de complétion."
-"\n"
+" # Créer un nœud de requête HTTP et le connecter au signal de "
+"complétion.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
@@ -37716,8 +37867,8 @@ msgstr ""
"HTTPRequest:[/b]\n"
"[codeblock]\n"
"func _ready():\n"
-" # Créer un nœud de requête HTTP et le connecter au signal de complétion."
-"\n"
+" # Créer un nœud de requête HTTP et le connecter au signal de "
+"complétion.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
@@ -39364,11 +39515,14 @@ msgstr "Arrête la vibration du joypad."
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -40298,7 +40452,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -40310,6 +40468,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -42409,8 +42577,8 @@ msgid ""
msgstr ""
"Définit la priorité de rendu pour la bordure du texte. Les objets les plus "
"prioritaires seront affichés par-dessus des objets les moins prioritaires.\n"
-"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à ["
-"constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à "
+"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
"n'affectera pas la façon dont les objets transparents sont triés par rapport "
"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
@@ -42434,8 +42602,8 @@ msgid ""
msgstr ""
"Définit la priorité de rendu pour le texte. Les objets les plus prioritaires "
"seront affichés par-dessus des objets les moins prioritaires.\n"
-"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à ["
-"constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à "
+"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
"n'affectera pas la façon dont les objets transparents sont triés par rapport "
"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
@@ -42691,7 +42859,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -43121,44 +43291,40 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
-"Ajoute un point au [code]position[/code]. Ajoute le point à la fin de la "
-"ligne.\n"
-"Si [code]at_position[/code] est donné, le point est inséré avant l'indice "
-"[code]at_position[/code], en déplaçant ce point (et chaque point après) "
-"après le point inséré. Si [code]at_position[/code] n'est pas donné, ou est "
-"une valeur invalide ([code]at_position < 0[/code] ou [code]at_position >= "
-"[method get_point_count][/code]), le point sera ajouté à la fin de la liste "
-"des points."
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
msgstr "Retire tous les points de la ligne."
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr "Renvoie le nombre de points de la Ligne2D."
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Retourne le nombre d'os dans ce squelette."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr "Renvoie la position du point [code]i[/code]."
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Retourne la position du point à l'index [code]point[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr "Supprime le point à l'index [code]i[/code] de la ligne."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
"Remplace la position du point [code]i[/code] par la [code]position[/code] "
"spécifiée."
@@ -43262,8 +43428,8 @@ msgid ""
"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
"drawing style."
msgstr ""
-"La texture utilisée pour la texture de la ligne. Utilise "
-"[code]texture_mode[/code] pour le style de dessin."
+"La texture utilisée pour la texture de la ligne. Utilise [code]texture_mode[/"
+"code] pour le style de dessin."
#: doc/classes/Line2D.xml
msgid ""
@@ -43572,22 +43738,22 @@ msgid ""
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/codeblock]"
msgstr ""
-"La quantité maximale de caractères qui peuvent être entré dans ce "
-"[LineEdit]. Si [code]0[/code], il n'y a aucune limite.\n"
+"La quantité maximale de caractères qui peuvent être entré dans le "
+"[LineEdit]. Aucune limite si [code]0[/code].\n"
"Quand une limite est définie, le texte est tronqué aux [member max_length] "
-"premiers caractères. Ça arrive pour le [member text] existant lorsque la "
-"longueur maximale est définie, ou quand un nouveau texte est inséré dans le "
+"premiers caractères. Cela s'applique au [member text] existant lorsque la "
+"longueur maximale est définie ou quand un nouveau texte est inséré dans le "
"[LineEdit], en étant par exemple collé. Si le texte est tronqué, le signal "
"[signal text_change_rejected] est émis avec le reste du texte tronqué passé "
"en paramètre.\n"
-"[b]Example:[/b]\n"
+"[b]Exemple:[/b]\n"
"[codeblock]\n"
"text = \"Salut le monde\"\n"
"max_length = 5\n"
"# `text` est tronqué à \"Salut\".\n"
"max_length = 11\n"
"text += \" l'univers\"\n"
-"# `text` becomes \"Salut l'uni\".\n"
+"# `text` devient \"Salut l'uni\".\n"
"# `text_change_rejected` est émis avec \"vers\" passé en paramètre.\n"
"[/codeblock]"
@@ -44593,18 +44759,24 @@ msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material."
msgstr ""
+"Retourne le [Material] pour une surface donnée. Le rendu de la surface est "
+"fait en utilisant ce matériau."
#: doc/classes/Mesh.xml
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material."
msgstr ""
+"Définit un [Material] pour une surface donnée. Le rendu de la surface sera "
+"faite utilisant ce matériau."
#: doc/classes/Mesh.xml
msgid ""
"Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides "
"[member BakedLightmap.default_texels_per_unit]."
msgstr ""
+"Définit un indice à utiliser pour la résolution de la lightmap dans "
+"[BakedLightmap]. Surcharge [member BakedLightmap.default_texels_per_unit]."
#: doc/classes/Mesh.xml
msgid "Render array as points (one vertex equals one point)."
@@ -44616,11 +44788,13 @@ msgstr "Rend le tableau en ligne (une ligne est créée tous les deux sommets)."
#: doc/classes/Mesh.xml
msgid "Render array as line strip."
-msgstr ""
+msgstr "Fait le rendu du tableau comme une suite de lignes."
#: doc/classes/Mesh.xml
msgid "Render array as line loop (like line strip, but closed)."
msgstr ""
+"Fait le rendu du tableau comme une boucle de ligne (une suite de lignes, "
+"mais fermée)."
#: doc/classes/Mesh.xml
msgid "Render array as triangles (every three vertices a triangle is created)."
@@ -44629,11 +44803,11 @@ msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as triangle strips."
-msgstr ""
+msgstr "Fait le rendu du tableau comme une suite de triangles."
#: doc/classes/Mesh.xml
msgid "Render array as triangle fans."
-msgstr ""
+msgstr "Fait le rendu du tableau comme un éventail de triangles."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are normalized."
@@ -44699,6 +44873,8 @@ msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) normal array."
msgstr ""
+"Le drapeau utilisé pour marquer que le tableau de normales est compressé "
+"(avec des demi-flottants)."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) tangent array."
@@ -44706,11 +44882,13 @@ msgstr ""
"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de "
"tangentes."
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
-"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de "
-"couleurs."
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) UV coordinates array."
@@ -44755,12 +44933,16 @@ msgstr ""
"vecteurs normaux et tangents plutôt que cartésienne."
#: doc/classes/Mesh.xml
+#, fuzzy
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant "
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
"Utilisé pour marquer rapidement l'usage de [constant ARRAY_COMPRESS_VERTEX], "
"[constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], "
@@ -44959,8 +45141,8 @@ msgid ""
msgstr ""
"Retourne le format du [Mesh]. Le format est un entier composé des drapeaux "
"de format du [Mesh]. Par exemple, un maillage contenant à la fois des "
-"sommets et des normales retournerait un format de [code]3[/code] parce que ["
-"constant ArrayMesh.ARRAY_FORMAT_VERTEX] est [code]1[/code] et [constant "
+"sommets et des normales retournerait un format de [code]3[/code] parce que "
+"[constant ArrayMesh.ARRAY_FORMAT_VERTEX] est [code]1[/code] et [constant "
"ArrayMesh.ARRAY_FORMAT_NORMAL] est [code]2[/code].\n"
"Voir [enum ArrayMesh.ArrayFormat] pour une liste de drapeaux de format."
@@ -45069,13 +45251,14 @@ msgid "Node that instances meshes into a scenario."
msgstr "Nœud qui instancie des meshes dans un scénario."
#: doc/classes/MeshInstance.xml
+#, fuzzy
msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
"MeshInstance est un nœud qui prend une ressource [Mesh] et l'ajoute au "
"scénario actuel en créant une instance. C'est la classe la plus souvent "
@@ -45112,6 +45295,9 @@ msgid ""
"This helper creates a [MeshInstance] child node with gizmos at every vertex "
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
+"Cett aide crée un nœud [MeshInstance] enfant avec des manipulateur à chaque "
+"sommet calculé à partir de la géométrie de maillages. C'est principalement "
+"utilisé pour les essais."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45119,6 +45305,10 @@ msgid ""
"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
"convex decomposition. It's mainly used for testing."
msgstr ""
+"Cett aide crée un nœud [StaticBody] enfant avec plusieurs formes de "
+"collision [ConvexPolygonShape] calculées à partir de la géométrie de "
+"maillage via la décomposition de convexes. C'est principalement utilisé pour "
+"les essais."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45126,6 +45316,9 @@ msgid ""
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing."
msgstr ""
+"Cette aide crée un nœud [StaticBody] enfant avec une forme de collision "
+"[ConcavePolygonShape] calculée à partir de la géométrie de maillages. C'est "
+"principalement utilisé pour les essais."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45135,6 +45328,12 @@ msgid ""
"[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
"material_override] is used, all surfaces will return the override material."
msgstr ""
+"Retourne le [Material] qui sera utilisé par le [Mesh] lors de l'affichage. "
+"Ceci peut renvoyer le [member GeometryInstance.material_override], la "
+"surcharge de surface [Material] définie dans ce [MeshInstance], ou la "
+"surface [Material] définie dans le [Mesh]. Par exemple, si [member "
+"GeometryInstance.material_override] est utilisé, toutes les surfaces "
+"retourneront le matériau de surcharge."
#: doc/classes/MeshInstance.xml
msgid ""
@@ -45163,8 +45362,8 @@ msgid ""
"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
"Retourne [code]true[/code] si cette [MeshInstance] peut être fusionnée avec "
-"l'autre instance [code]other_mesh_instance[/code], en utilisant la fonction ["
-"method MeshInstance.merge_meshes].\n"
+"l'autre instance [code]other_mesh_instance[/code], en utilisant la fonction "
+"[method MeshInstance.merge_meshes].\n"
"Pour pouvoir être fusionnées, les propriétés des [MeshInstance] doivent "
"correspondre, et chaque surface doit correspondre, en termes de matériau, "
"d'attributs et de format des sommets."
@@ -45256,6 +45455,11 @@ msgid ""
"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
+"Le nœud utilisé pour afficher un [Mesh] en 2D. Un [MeshInstance2D] peut être "
+"automatiquement créé à partir d'un [Sprite] existant via un outil dans la "
+"barre d'outils d'éditeur. Sélectionnez le nœud [Sprite], puis choisissez "
+"[b]Sprite > Convertir en MeshInstance2D[/b] en haut de la fenêtre "
+"d'affichage 2D."
#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
@@ -45269,12 +45473,22 @@ msgid ""
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
+"La carte de normales qui sera utilisée si vous utilisez le "
+"[CanvasItemMaterial] par défaut.\n"
+"[b]Note :[/b] Godot s'attend à ce que la carte normale utilise les "
+"coordonnées X+, Y+ et Z+. Voir [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]cette page[/url] "
+"pour une comparaison des coordonnées des cartes de normales attendues par "
+"certains moteurs populaires."
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
"The [Texture] that will be used if using the default [CanvasItemMaterial]. "
"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
msgstr ""
+"La [Texture] qui sera utilisée si vous utilisez le [CanvasItemMaterial] par "
+"défaut. Peut être accédée via [code]TEXTURE[/code] dans le shader du "
+"CanvasItem."
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid "Emitted when the [member texture] is changed."
@@ -45290,6 +45504,10 @@ msgid ""
"and ID. Each item can also include collision and navigation shapes. This "
"resource is used in [GridMap]."
msgstr ""
+"Une bibliothèque de maillages. Contient une liste des ressources [Mesh], "
+"chacune avec un nom et un identifiant. Chaque article peut également inclure "
+"des formes de collision et de navigation. Cette ressource est utilisée dans "
+"[GridMap]."
#: doc/classes/MeshLibrary.xml
msgid "Clears the library."
@@ -45300,6 +45518,9 @@ msgid ""
"Creates a new item in the library with the given ID.\n"
"You can get an unused ID from [method get_last_unused_item_id]."
msgstr ""
+"Crée un nouvel article dans la bibliothèque avec l'identifiant donné.\n"
+"Vous pouvez obtenir un identifiant inutilisé via [method "
+"get_last_unused_item_id]."
#: doc/classes/MeshLibrary.xml
msgid "Returns the first item with the given name."
@@ -45315,7 +45536,7 @@ msgstr "Retourne le maillage de l'élément."
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's mesh."
-msgstr ""
+msgstr "Retourne la transformation appliquée au maillage de l'objet."
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's name."
@@ -45338,12 +45559,20 @@ msgid ""
"set_item_preview]. Returns an empty [Texture] if no preview was manually set "
"in a running project."
msgstr ""
+"Lors de l'exécution dans l'éditeur, retourne l'aperçu généré d'un élément "
+"(un rendu 3D dans la perspective isométrique). Lorsqu'il est utilisé dans un "
+"projet en cours d'exécution, retourne l'aperçu personnalisé de l'élément qui "
+"peut être défini en utilisant [method set_item_preview]. Retourne une "
+"[Texture] vide si aucun aperçu n'a été défini manuellement dans un projet en "
+"cours d'exécution."
#: doc/classes/MeshLibrary.xml
msgid ""
"Returns an item's collision shapes.\n"
"The array consists of each [Shape] followed by its [Transform]."
msgstr ""
+"Retourne les formes de collision.\n"
+"Le tableau contient chaque [Shape] aussitôt suivie de sa [Transform]."
#: doc/classes/MeshLibrary.xml
msgid "Gets an unused ID for a new item."
@@ -45359,7 +45588,7 @@ msgstr "Définit le maillage de l'élément."
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's mesh."
-msgstr ""
+msgstr "Régle la transformation à appliquer au maillage de l'objet."
#: doc/classes/MeshLibrary.xml
msgid ""
@@ -45367,6 +45596,9 @@ msgid ""
"This name is shown in the editor. It can also be used to look up the item "
"later using [method find_item_by_name]."
msgstr ""
+"Définit le nom de l'objet.\n"
+"Ce nom est indiqué dans l'éditeur. Il peut également être utilisé pour "
+"retrouver l'élément par la suite en utilisant [method find_item_by_name]."
#: doc/classes/MeshLibrary.xml
msgid "Sets the item's navigation mesh."
@@ -45379,7 +45611,7 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets a texture to use as the item's preview icon in the editor."
-msgstr ""
+msgstr "Définit la texture pour l'icône d'aperçu de l'élément dans l'éditeur."
#: doc/classes/MeshLibrary.xml
msgid ""
@@ -45388,6 +45620,10 @@ msgid ""
"that will be applied to it. For shapes that should not have a transform, use "
"[constant Transform.IDENTITY]."
msgstr ""
+"Définit les formes de collision d'un objet.\n"
+"Le tableau doit être composé d'objets [Shape], chacun aussitôt suivi d'une "
+"[Transform] qui lui sera appliqué. Pour les formes qui ne devraient pas "
+"avoir une transformation, utilisez [constant Transform.IDENTITY]."
#: doc/classes/MeshTexture.xml
msgid "Simple texture that uses a mesh to draw itself."
@@ -45398,6 +45634,9 @@ msgid ""
"Simple texture that uses a mesh to draw itself. It's limited because flags "
"can't be changed and region drawing is not supported."
msgstr ""
+"Une texture simple qui utilise un maillage pour se dessiner elle-même. C'est "
+"assez limité parce que les drapeaux ne peuvent pas être modifiés et que "
+"l'affichage uniquement de cette région n'est pas supporté."
#: doc/classes/MeshTexture.xml
msgid "Sets the base texture that the Mesh will use to draw."
@@ -45417,6 +45656,8 @@ msgstr ""
msgid ""
"Interpolates an abstract value and supplies it to a method called over time."
msgstr ""
+"Interpole une valeur abstraite et la fournit à une méthode appelée dans le "
+"temps."
#: doc/classes/MethodTweener.xml
msgid ""
@@ -45428,6 +45669,13 @@ msgid ""
"create [MethodTweener]. Any [MethodTweener] created manually will not "
"function correctly."
msgstr ""
+"[MethodTweener] est comme une combinaison de [CallbackTweener] et de "
+"[PropertyTweener]. Il appelle une méthode en fournissant une valeur "
+"interpolée comme paramètre. Voir [method SceneTreeTween.tween_method] pour "
+"plus d'informations d'utilisation.\n"
+"[b]Note :[/b] [method SceneTreeTween.tween_method] est le seul moyen correct "
+"de créer un [MethodTweener]. Tout [MethodTweener] créé manuellement ne "
+"fonctionnera pas correctement."
#: doc/classes/MethodTweener.xml
msgid ""
@@ -45442,6 +45690,9 @@ msgid ""
"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
"default easing is used from the [SceneTreeTween] that contains this Tweener."
msgstr ""
+"Définit le type de comportement utilisé pour [enum Tween.EaseType]. Si n'est "
+"pas défini, le comportement par défaut sera celui utilisé dans le "
+"[SceneTreeTween] qui contient ce Tweener."
#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
msgid ""
@@ -45449,6 +45700,9 @@ msgid ""
"set, the default transition is used from the [SceneTreeTween] that contains "
"this Tweener."
msgstr ""
+"Définit le type de transition utilisée pour [enum Tween.TransitionType]. Si "
+"n'est pas définie, la transition par défaut sera celle utilisée dans le "
+"[SceneTreeTween] qui contient ce Tweener."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
@@ -45470,6 +45724,20 @@ msgid ""
" get_viewport().arvr = true\n"
"[/codeblock]"
msgstr ""
+"Il s'agit d'une implémentation VR mobile générique où vous devez fournir des "
+"détails sur le téléphone et le HMD utilisés. Il ne repose sur aucune "
+"bibliothèque existante. C'est l'interface la plus basique que nous avons. "
+"Pour un meilleur résultat, vous avez besoin d'un téléphone mobile avec un "
+"gyroscope et un accéléromètre intégrés.\n"
+"Notez que même s'il n'y a pas de suivi de la position, la caméra suppose que "
+"le casque est à une hauteur de 1.85 mètres. Vous pouvez changer cela en "
+"définissant [member eye_height].\n"
+"Vous pouvez initialiser cette interface ainsi :\n"
+"[codeblock]\n"
+"var interface = ARVRServer.find_interface(\"Native mobile\")\n"
+"if interface and interface.initialize():\n"
+" get_viewport().arvr = true\n"
+"[/codeblock]"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -45537,12 +45805,25 @@ msgid ""
"Since instances may have any behavior, the AABB used for visibility must be "
"provided by the user."
msgstr ""
+"MultiMesh fournit un moyen d'instancier des maillages en bas niveau. "
+"L'affichage des milliers de nœuds [MeshInstance] peuvent être lent, puisque "
+"chaque objet est envoyé au GPU puis dessiné individuellement.\n"
+"MultiMesh est beaucoup plus rapide puisqu'il peut dessiner des milliers "
+"d'instances avec un seul appel, ce qui réduit la charge sur l'API.\n"
+"Un des inconvénients c'est que si les instances sont trop éloignées les unes "
+"des autres, les performances peuvent être réduites car chaque instance sera "
+"rendu individuellemen (elles sont indexés spatialement comme étant une "
+"seule, mais pour l'objet entier).\n"
+"Comme les instances peuvent avoir différents comportements, l'AABB utilisée "
+"pour la visibilité doit être fournie par l'utilisateur."
#: doc/classes/MultiMesh.xml
msgid ""
"Returns the visibility axis-aligned bounding box in local space. See also "
"[method VisualInstance.get_transformed_aabb]."
msgstr ""
+"Retourne la boîte englobante, alignée sur les axes, de visibilité dans "
+"l'espace local. Voir aussi [method VisualInstance.get_transformed_aabb]."
#: doc/classes/MultiMesh.xml
msgid "Gets a specific instance's color."
@@ -45570,6 +45851,12 @@ msgid ""
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
+"En utilisant [i]l'interpolation physique[/i], cette fonction vous permet "
+"d'empêcher l'interpolation sur une instance durant la trame physique "
+"actuelle.\n"
+"Cela vous permet de déplacer les instances instantanément, et devrait "
+"généralement être utilisé lors du placement initial d'une instance telle "
+"qu'une balle pour éviter les incohérences graphiques."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -45619,12 +45906,15 @@ msgstr ""
"l'interpolation."
#: doc/classes/MultiMesh.xml
+#, fuzzy
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
"Définit la couleur d'une instance spécifique en [i]multipliant[/i] les "
"couleurs des sommets existants du maillage.\n"
@@ -45747,12 +46037,19 @@ msgid ""
"8 bits can only represent values between 0 and 1, numbers outside that range "
"will be clamped."
msgstr ""
+"Compresse les données personnalisées en 8 bits pour les passer au shader. "
+"Cela utilise moins de mémoire et peut être plus rapide, mais réduit la "
+"précision et l'intervalle. Les flottans réduits à 8 bits ne peuvent "
+"représenter que des valeurs entre 0 et 1, les nombres en dehors de cet "
+"intervalle seront limités à ces valeurs."
#: doc/classes/MultiMesh.xml
msgid ""
"The [Color] passed into [method set_instance_custom_data] will use 4 floats. "
"Use this for highest precision."
msgstr ""
+"La [Color] passée dans [method set_instance_custom_data] utilisera 4 "
+"flottants. Utilisez ce mode pour utiliser la plus haute précision possible."
#: doc/classes/MultiMesh.xml
msgid ""
@@ -45765,6 +46062,8 @@ msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
+"Tente d'interpoler à l'aide de l'interpolation linéaire sphérique de Basis "
+"si possible, sinon utilise l'interpolation basique."
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
@@ -45777,12 +46076,19 @@ msgid ""
"This is useful to optimize the rendering of a high amount of instances of a "
"given mesh (for example trees in a forest or grass strands)."
msgstr ""
+"[MultiMeshInstance] est un nœud spécialisé pour l'instance de "
+"[GeometryInstance] basé sur une ressource [MultiMesh].\n"
+"Ceci est utile pour optimiser le rendu d'une grande quantité d'instances "
+"avec un maillage donné (par exemple des arbres dans une forêt ou des brins "
+"d'herbe)."
#: doc/classes/MultiMeshInstance.xml
msgid ""
"The [MultiMesh] resource that will be used and shared among all instances of "
"the [MultiMeshInstance]."
msgstr ""
+"La ressource [MultiMesh] qui sera utilisée et partagée entre toutes les "
+"instances de la [MultiMeshInstance]."
#: doc/classes/MultiMeshInstance2D.xml
msgid "Node that instances a [MultiMesh] in 2D."
@@ -45825,12 +46131,16 @@ msgid ""
"Clears the current MultiplayerAPI network state (you shouldn't call this "
"unless you know what you are doing)."
msgstr ""
+"Efface l'état actuel du réseau MultiplayerAPI (vous ne devriez pas appeler "
+"ceci à moins que vous ne sachiez ce que vous faites)."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
"network_peer]."
msgstr ""
+"Retourne les identifiants de tous les pairs connectés à [member "
+"network_peer] de ce MultiplayerAPI."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45844,6 +46154,9 @@ msgid ""
"Returns the sender's peer ID for the RPC currently being executed.\n"
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
+"Retourne l'identification par les pairs de l'expéditeur pour le RPC en cours "
+"d'exécution.\n"
+"[b]Note :[/b] Si n'est à l'intérieur d'un RPC, cette méthode retournera 0."
#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if there is a [member network_peer] set."
@@ -45855,6 +46168,8 @@ msgid ""
"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
"in server mode (listening for connections)."
msgstr ""
+"Retourne [code]true[/code] si le [member network_peer] de ce MultiplayerAPI "
+"est en mode serveur (en attente de nouvelles connections)."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45866,6 +46181,14 @@ msgid ""
"will be executed in the same context of this function (e.g. [code]_process[/"
"code], [code]physics[/code], [Thread])."
msgstr ""
+"La méthode utilisée pour vérifier régulièrement le MultijoueurAPI. Vous "
+"n'avez qu'à vous soucier de cela si vous utilisez la surcharge [member Node."
+"custom_multiplayer] ou que vous définissez [member SceneTree."
+"multiplayer_poll] à [code]false[/code]. Par défaut, [SceneTree] polluera son "
+"MultijoueurAPI pour vous.\n"
+"[b]Note :[/b] Cette méthode permet d'appeler les RPC et RSET, de sorte "
+"qu'ils seront exécutés dans le même contexte de cette fonction (par "
+"exemple : [code]_process[/code], [code]physics[/code], [Thread])."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45873,6 +46196,10 @@ msgid ""
"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
"Default ID is [code]0[/code], i.e. broadcast to all peers."
msgstr ""
+"Envoie le code brut [code]bytes[/code] à un pair spécifique identifié par "
+"[code]id[/code] (voir [method NetworkedMultiplayerPeer.set_target_peer]). "
+"L'identifiant par défaut est [code]0[/code], c'est-à-dire envoyé à tous les "
+"pairs."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -45983,6 +46310,9 @@ msgid ""
"method or property for all RPC calls, making it unavailable. Default for all "
"methods."
msgstr ""
+"Utilisé avec [method Node.rpc_config] ou [method Node.rset_config] pour "
+"désactiver une méthode ou une propriété pour tous les appels RPC, la rendant "
+"indisponible. C'est la valeur par défaut pour toutes les méthodes."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -46025,8 +46355,8 @@ msgid ""
"change locally. Analogous to the [code]remotesync[/code] keyword."
msgstr ""
"Se comporte comme [constant RPC_MODE_REMOTE] mais fait aussi l'appel ou le "
-"changement d'un propriété en local. Similaire au mot-clé "
-"[code]remotesync[/code]."
+"changement d'un propriété en local. Similaire au mot-clé [code]remotesync[/"
+"code]."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -46042,8 +46372,8 @@ msgid ""
"change locally. Analogous to the [code]mastersync[/code] keyword."
msgstr ""
"Se comporte comme [constant RPC_MODE_MASTER] mais fait aussi l'appel ou le "
-"changement d'une propriété en local. Similaire au mot-clé "
-"[code]mastersync[/code]."
+"changement d'une propriété en local. Similaire au mot-clé [code]mastersync[/"
+"code]."
#: doc/classes/MultiplayerAPI.xml
msgid ""
@@ -46051,8 +46381,8 @@ msgid ""
"change locally. Analogous to the [code]puppetsync[/code] keyword."
msgstr ""
"Se comporte comme [constant RPC_MODE_PUPPET] mais fait aussi l'appel ou le "
-"changement d'une propriété en local. Similaire au mot-clé "
-"[code]puppetsync[/code]."
+"changement d'une propriété en local. Similaire au mot-clé [code]puppetsync[/"
+"code]."
#: doc/classes/Mutex.xml
msgid "A synchronization mutex (mutual exclusion)."
@@ -46065,6 +46395,11 @@ msgid ""
"that only one thread can ever acquire the lock at a time. A mutex can be "
"used to protect a critical section; however, be careful to avoid deadlocks."
msgstr ""
+"Un mutex de synchronisation (une exclusion mutuelle). Ceci est utilisé pour "
+"synchroniser plusieurs [Thread], et est équivalent à un [Semaphore] binaire. "
+"Il garantit qu'un seul fil d'exécution peut imposer un blocage à la fois. Un "
+"mutex peut être utilisé pour protéger une section critique ; cependant, "
+"soyez prudent pour éviter le blocage total de l'exécution."
#: doc/classes/Mutex.xml
msgid ""
@@ -46072,6 +46407,10 @@ msgid ""
"[b]Note:[/b] This function returns without blocking if the thread already "
"has ownership of the mutex."
msgstr ""
+"Verrouille ce [Mutex], le bloque jusqu'à ce qu'il soit déverrouillé par le "
+"propriétaire actuel.\n"
+"[b]Note :[/b] Cette fonction retourne sans bloquer si ce fil d'exécution est "
+"déjà le propriétaire du mutex."
#: doc/classes/Mutex.xml
msgid ""
@@ -46092,6 +46431,11 @@ msgid ""
"times while already having ownership of the mutex, it must also call [method "
"unlock] the same number of times in order to unlock it correctly."
msgstr ""
+"Débloque ce [Mutex], le laissant à d'autres fils d'exécution.\n"
+"[b]Note :[/b] Si un fil d'exécution a appelé [method lock] ou [method "
+"try_lock] plusieurs fois en étant déjà propriétaire du mutex, il doit "
+"également appeler [method unlock] un nombre de fois identifique pour le "
+"déverrouiller correctement."
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
@@ -46133,10 +46477,15 @@ msgid ""
"passed to the native constructor function. This will change with in a future "
"API extension."
msgstr ""
+"Construit un nouvel objet du type de base avec un script de ce type déjà "
+"attaché.\n"
+"[b]Note :[/b] Tout argument passé à cette fonction sera ignoré et ne sera "
+"pas transmis à la fonction native du constructeur. Cela va changer avec dans "
+"une future extension de l'API."
#: doc/classes/Navigation.xml
msgid "Mesh-based navigation and pathfinding node."
-msgstr ""
+msgstr "Noeuds de navigation à base de maillages et de cheminement."
#: doc/classes/Navigation.xml
msgid ""
@@ -46149,6 +46498,14 @@ msgid ""
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
+"[i]Obsolète.[/i] Le nœud [Navigation] et la méthode [method get_simple_path] "
+"sont rendues obsolètes et seront retiré dans une prochaine version. Utilisez "
+"plutôt [method NavigationServer.map_get_path].\n"
+"Fournit la navigation et le cheminement dans une collection de "
+"[NavigationMesh]. Par défaut, ceux-ci seront automatiquement récupérés "
+"auprès des [NavigationMeshInstance] enfants. En plus du cheminement de base, "
+"cette classe aide également à aligner les agents de navigation sur les "
+"maillages sur lesquels ils naviguent."
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
#: doc/classes/NavigationServer.xml
@@ -46160,6 +46517,8 @@ msgid ""
"Returns the navigation point closest to the point given. Points are in local "
"coordinate space."
msgstr ""
+"Retourne le point de navigation le plus proche du point donné. Les points "
+"sont dans les coordonnées locales."
#: doc/classes/Navigation.xml
msgid ""
@@ -46167,6 +46526,9 @@ msgid ""
"given. Useful for rotating a navigation agent according to the navigation "
"mesh it moves on."
msgstr ""
+"Retourne la normale de la surface au point de navigation le plus proche du "
+"point donné. Utile pour la rotation d'un agent de navigation selon "
+"l'inclinaison du maillage de navigation sur lequel il se déplace."
#: doc/classes/Navigation.xml
msgid ""
@@ -46184,10 +46546,16 @@ msgid ""
"between segment and navigation meshes. If multiple intersection points are "
"found, the one closest to the segment start point is returned."
msgstr ""
+"Retourne le point de navigation le plus proche du segment de ligne donné. "
+"Quand [code]use_collision[/code] est activé, ne considère que les points "
+"d'intersection entre le segment et les maillages de navigation. Si plusieurs "
+"points d'intersection sont trouvés, celui le plus proche du point de départ "
+"du segment est retourné."
#: doc/classes/Navigation.xml
msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
msgstr ""
+"Retourne le [RID] de la carte de navigation dans le [NavigationServer]."
#: doc/classes/Navigation.xml
msgid ""
@@ -46200,8 +46568,8 @@ msgid ""
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
"[i]Obsolète.[/i] Le nœud [Navigation] la méthode [method get_simple_path] "
-"sont obsolètes se seront retiré dans une prochaine version. Utilisez plutôt ["
-"method NavigationServer.map_get_path].\n"
+"sont obsolètes se seront retiré dans une prochaine version. Utilisez plutôt "
+"[method NavigationServer.map_get_path].\n"
"Retourne le chemin entre deux points donnés. Les points sont des coordonées "
"locales. Si [code]optimize[/code] est [code]true[/code] (par défaut), les "
"propriétés de l'agent associées à chaque [NavigationMesh] (rayon, hauteur, "
@@ -46219,6 +46587,8 @@ msgstr ""
msgid ""
"This value is used to detect the near edges to connect compatible regions."
msgstr ""
+"Cette valeur est utilisée pour détecter les bords proches pour relier les "
+"régions compatibles."
#: doc/classes/Navigation.xml
msgid ""
@@ -46244,7 +46614,7 @@ msgstr ""
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
-msgstr ""
+msgstr "Nœuds de navigation et de cheminement en 2D."
#: doc/classes/Navigation2D.xml
msgid ""
@@ -46255,6 +46625,13 @@ msgid ""
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
+"[i]Obsolète.[/i] Le nœud [Navigation2D] et la méthode [method "
+"get_simple_path] sont rendues obsolètes et seront retiré dans une prochaine "
+"version. Utilisez plutôt [method NavigationServer.map_get_path].\n"
+"Navigation2D fournit la navigation et le cheminement dans une zone en 2D, "
+"spécifiée comme une collection de ressources [NavigationPolygon]. Par "
+"défaut, elles sont automatiquement récupérées à partir de nœuds "
+"[NavigationPolygonInstance] enfants."
#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationPolygon.xml
@@ -46267,6 +46644,9 @@ msgid ""
"point closest to the point given. This is usually a "
"[NavigationPolygonInstance]."
msgstr ""
+"Retourne le propriétaire du [NavigationPolygon] qui contient le point de "
+"navigation le plus proche du point donné. C'est généralement une "
+"[NavigationPolygonInstance]."
#: doc/classes/Navigation2D.xml
msgid ""
@@ -46277,10 +46657,17 @@ msgid ""
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
msgstr ""
+"[i]Obsolète.[/i] Le nœud [Navigation2D] et la méthode [method "
+"get_simple_path] sont rendues obsolètes et seront retiré dans une prochaine "
+"version. Utilisez plutôt [method NavigationServer.map_get_path].\n"
+"Retourne le chemin entre deux points donnés. Les points sont dans les "
+"coordonnées locales. Si [code]optimize[/code] est [code]true[/code] (par "
+"défaut), le chemin est lissé en fusionnant les segments du chemin quand "
+"c'est possible."
#: doc/classes/Navigation2D.xml
msgid "The XY plane cell size to use for fields."
-msgstr ""
+msgstr "La taille des cellules sur le plan XY pour les champs."
#: doc/classes/Navigation2D.xml
msgid ""
@@ -46290,10 +46677,9 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
-msgstr ""
+msgstr "L'Interface serveur pour un accès bas niveau de la navigation 2D."
#: doc/classes/Navigation2DServer.xml
-#, fuzzy
msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
@@ -46322,26 +46708,36 @@ msgid ""
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
msgstr ""
-"Le NavigationServer2D est le serveur responsable pour toutes les navigation "
-"en 2D. Il gère différents objets, nommés carte, régions et agents.\n"
-"Les cartes (\"maps\") sont faites de régions, qui sont faites de maillages "
-"de navigation. Ensemble, ces cartes définissent les aires navigables dans le "
-"monde 2D. Pour que deux régions soient connectées entre elles, elles doivent "
-"avoir une bordure en commun. Une bordure (\"edge\") est considérée connectée "
-"à une autre si elles ont deux sommets rapprochés de moins de la distance ["
-"member Navigation.edge_connection_margin].\n"
-"Pour utiliser le système d'évitement, vous devez utiliser des agents. Vous "
-"pouvez définir la vitesse cible d'un agent, puis le serveur émettra une "
+"Le NavigationServer2D est le serveur responsable de la navigation 2D. Il "
+"gère différents objets appelés cartes, régions et agents.\n"
+"Les cartes (\"maps\") sont constituées de régions qui sont faites d'un "
+"maillage de polygones de navigation. Ensemble, elles définissent les zones "
+"navigables du monde 2D.\n"
+"[b]Note :[/b] La plupart des changements effectués sur un NavigationServer "
+"ne prennent pas effet immédiatement mais après la frame de physique "
+"suivante. Cela inclut tous les changements faits aux cartes, régions ou "
+"agents par des nœuds liés à la navigation dans l'arborescence de la scène ou "
+"par des scripts.\n"
+"Pour que deux régions soient connectées entre elles, celles-ci doivent avoir "
+"une bordure en commun. Une bordure (\"edge\") est considérée connectée à une "
+"autre si ses deux sommets ont une distance inférieure à [member Navigation."
+"edge_connection_margin] des sommets respectifs de l'autre bordure.\n"
+"Vous pouvez assigner des couches de navigation aux régions avec [method "
+"Navigation2DServer.region_set_navigation_layers], qui pourra ensuite être "
+"utilisé en faisant une requête de chemin avec [method Navigation2DServer."
+"map_get_path]. Cela permet d'autoriser ou d'interdire certaines zones aux "
+"objets 2D.\n"
+"Pour utiliser le système d'évitement, vous pouvez utiliser des agents. Vous "
+"pouvez définir la vitesse cible d'un agent, le serveur émettra ensuite une "
"méthode de rappel avec la vitesse modifiée.\n"
"[b]Note :[/b] Le système d'évitement des collisions ignorent les régions. "
-"Utiliser la vitesse modifiée telle quelle peut déplacer un agent hors de la "
-"surface de navigable. C'est une limite du système d'évitement des "
-"collisions, et certaines situations plus complexes peuvent nécessiter "
-"l'utilisation du moteur physique.\n"
-"Le serveur garde en mémoire tous les appels et les exécutent durant la phase "
-"de synchronisation. Cela veut dire que vous pouvez demander n'importe quel "
-"changement sur l'ensemble des cartes, via n'importe quel fil d'exécution, "
-"sans soucis."
+"Utiliser la vitesse modifiée telle quelle peut faire sortir un agent d'une "
+"zone navigable. C'est une limite du système d'évitement des collisions et "
+"certaines situations plus complexes peuvent nécessiter l'utilisation du "
+"moteur physique.\n"
+"Le serveur garde en mémoire tous les appels et les exécute durant la phase "
+"de synchronisation. Ainsi, vous pouvez demander n'importe quel changement "
+"sur la carte, depuis n'importe quel fil d'exécution sans problème."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Creates the agent."
@@ -46358,6 +46754,7 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
+"Retourne [code]true[/code] si la carte a changé lors de la trame précédente."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46389,7 +46786,7 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the maximum speed of the agent. Must be positive."
-msgstr ""
+msgstr "Définit la vitesse maximale de l'agent. Ça doit être positif."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46404,7 +46801,7 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the position of the agent in world space."
-msgstr ""
+msgstr "Définit la position de l'agent dans l'espace global."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the radius of the agent."
@@ -46429,7 +46826,7 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the current velocity of the agent."
-msgstr ""
+msgstr "Définit la vitesse actuelle de l'agent."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Destroys the given RID."
@@ -46483,8 +46880,8 @@ msgstr ""
"Cette fonction peut être utilisée pour calculer immédiatement tous les "
"maillages de navigation et les connexions entre les régions de la carte de "
"navigation. Cela permet d'interroger un chemin de navigation pour une carte "
-"modifiée immédiatement et dans la même trame (plusieurs fois si nécessaire)."
-"\n"
+"modifiée immédiatement et dans la même trame (plusieurs fois si "
+"nécessaire).\n"
"En raison de restrictions techniques, la file de commandes actuelle de "
"NavigationServer sera exécutée aussitôt. Cela signifie que toutes les "
"commandes de mise à jour en attente pour cette trame de physique seront "
@@ -46518,6 +46915,8 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml
msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
msgstr ""
+"Retourne la hauteur de la cellule. [b]Note :[/b] N'est pas implémenté pour "
+"l'instant."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the map cell size."
@@ -46567,7 +46966,7 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns [code]true[/code] if the map is active."
-msgstr ""
+msgstr "Retourne [code]true[/code] si la carte est active."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map active."
@@ -46578,10 +46977,14 @@ msgid ""
"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
"b] Currently not implemented."
msgstr ""
+"Définit la hauteur de la cellule de carte utilisée pour souder les polygones "
+"de maillage de navigation. [b]Note :[/b] N'est pas implémenté pour l'instant."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
+"Définit la taille de la cellule de carte utilisée pour souder les polygones "
+"de maillage de navigation."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46609,8 +47012,9 @@ msgid ""
"an index between 0 and the return value of [method "
"region_get_connections_count]."
msgstr ""
-"Retourne le point de départ d'une porte de connexion. [code]connection[/code]"
-" est un indice entre 0 et la valeur de [method region_get_connections_count]."
+"Retourne le point de départ d'une porte de connexion. [code]connection[/"
+"code] est un indice entre 0 et la valeur de [method "
+"region_get_connections_count]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46622,15 +47026,15 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
-msgstr ""
+msgstr "Retourne le [code]enter_cost[/code] de cette [code]region[/code]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the navigation map [RID] the requested [code]region[/code] is "
"currently assigned to."
msgstr ""
-"Retourne le [RID] de la carte de navigation à laquelle la [code]region[/code]"
-" spécifiée est actuellement assignée."
+"Retourne le [RID] de la carte de navigation à laquelle la [code]region[/"
+"code] spécifiée est actuellement assignée."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the region's navigation layers."
@@ -46638,7 +47042,7 @@ msgstr "Retourne les calques de navigation de la région."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
-msgstr ""
+msgstr "Retourne le [code]travel_cost[/code] de cette [code]region[/code]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -46673,7 +47077,7 @@ msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
-msgstr ""
+msgstr "Définit le [code]enter_cost[/code] pour cette [code]region[/code]."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
@@ -46698,13 +47102,14 @@ msgstr "Retourne la transformation globale de cette région."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
-msgstr ""
+msgstr "Définit le [code]travel_cost[/code] pour cette [code]region[/code]."
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions."
#: doc/classes/NavigationAgent.xml
+#, fuzzy
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -46718,7 +47123,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"Agent 3D utilisé dans la navigation pour atteindre un emplacement tout en "
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
@@ -46834,12 +47242,16 @@ msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
+"Retourne l'emplacement de la cible défini par l'utilisateur (défini avec "
+"[method set_target_location])."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns [code]true[/code] if the navigation path's final location has been "
"reached."
msgstr ""
+"Retourne [code]true[/code] si l'emplacement final du parcours de navigation "
+"a été atteint."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -46856,6 +47268,11 @@ msgid ""
"possible to reach the target location. It should always be possible to reach "
"the final location though. See [method get_final_location]."
msgstr ""
+"Retourne [code]true[/code] si l'emplacement cible est atteint. L'emplacement "
+"cible est défini en utilisant [method set_target_location]. Il peut parfois "
+"ne pas être possible d'atteindre l'emplacement cible. Par contre, il devrait "
+"toujours être possible d'atteindre l'emplacement final. Voir [method "
+"get_final_location]."
#: doc/classes/NavigationAgent.xml
msgid ""
@@ -46937,7 +47354,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum number of neighbors for the agent to consider."
-msgstr ""
+msgstr "Le nombre maximum de voisins à considérer par l'agent."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum speed that an agent can move."
@@ -46956,7 +47373,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
-msgstr ""
+msgstr "La distance pour chercher d'autres agents."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -47036,7 +47453,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "Notifies when the final location is reached."
-msgstr ""
+msgstr "Notifie quand l'emplacement final est atteint."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -47055,9 +47472,10 @@ msgstr ""
"set_target_location], est atteinte."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#, fuzzy
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
"Notifie quand la vitesse d'évitement de collision est calculée après un "
"appel à [method set_velocity]."
@@ -47067,6 +47485,7 @@ msgid "2D agent used in navigation for collision avoidance."
msgstr "Un agent 2D utilisé en navigation pour éviter les collisions."
#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -47080,7 +47499,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"L'agent 2D utilisé dans la navigation pour atteindre un emplacement tout en "
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
@@ -47167,6 +47589,8 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
+"Un maillage pour l'approximation des zones où l'on peut marcher et des "
+"obstacles."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47174,12 +47598,17 @@ msgid ""
"environment are traversable to aid agents in pathfinding through complicated "
"spaces."
msgstr ""
+"Un maillage de navigation est une collection de polygones qui définissent "
+"les zones d'un environnement qui peuvent être traversés pour aider les "
+"agents dans leur cheminement dans les espaces compliqués."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Adds a polygon using the indices of the vertices you get when calling "
"[method get_vertices]."
msgstr ""
+"Ajoute un polygone en utilisant les indices des sommets que obtenus avec "
+"[method get_vertices]."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47192,12 +47621,16 @@ msgid ""
"Initializes the navigation mesh by setting the vertices and indices "
"according to a [Mesh]."
msgstr ""
+"Initialise le maillage de navigation en définissant les sommets et les "
+"indices dans un [Mesh]."
#: doc/classes/NavigationMesh.xml
msgid ""
"Returns whether the specified [code]bit[/code] of the [member "
"geometry_collision_mask] is set."
msgstr ""
+"Retourne si le [code]bit[/code] spécifié de [member geometry_collision_mask] "
+"est défini."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -47209,7 +47642,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "Returns the number of polygons in the navigation mesh."
-msgstr ""
+msgstr "Retourne le nombre de polygones dans le maillage de navigation."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47236,6 +47669,8 @@ msgid ""
"Sets the vertices that can be then indexed to create polygons with the "
"[method add_polygon] method."
msgstr ""
+"Définit les sommets qui peuvent ensuite être indexés pour créer des "
+"polygones avec la méthode [method add_polygon]."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47244,6 +47679,10 @@ msgid ""
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_height]."
msgstr ""
+"La hauteur minimale entre le sol et le plafond qui permettra toujours que la "
+"surface au sol soit considérée comme pouvant être traversée.\n"
+"[b]Note :[/b] Pendant le pré-calcul, cette valeur sera arrondie au multiple "
+"le plus proche de [member cell_height]."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47251,10 +47690,15 @@ msgid ""
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
"multiple of [member cell_height]."
msgstr ""
+"La hauteur minimale de haie qui est considérée comme toujours pouvant être "
+"traversée.\n"
+"[b]Note :[/b] Pendant le pré-calcul, cette valeur sera arrondie au multiple "
+"le plus proche de [member cell_height]."
#: doc/classes/NavigationMesh.xml
msgid "The maximum slope that is considered walkable, in degrees."
msgstr ""
+"La pente maximale qui est considérée comme pouvant être traversée, en degrés."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47266,24 +47710,30 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The Y axis cell size to use for fields."
-msgstr ""
+msgstr "La taille de la cellule suivant l'axe Y pour les champs."
#: doc/classes/NavigationMesh.xml
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr ""
+"La distance d'échantillonnage à utiliser pour générer le maillage de détail, "
+"dans l'unité des cellules."
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum distance the detail mesh surface should deviate from "
"heightfield, in cell unit."
msgstr ""
+"La distance maximale de la surface de maillage de détail devrait s'écarter "
+"du champ de hauteur, dans l'unité des cellules."
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum distance a simplfied contour's border edges should deviate the "
"original raw contour."
msgstr ""
+"La distance maximale qu'un contour simplifié peut dévier du contour brut "
+"d'origine."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47291,6 +47741,10 @@ msgid ""
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
+"La longueur maximale autorisée pour les bords de contour le long de la "
+"bordure du maillage.\n"
+"[b]Note :[/b] Pendant le pré-calcul, cette valeur sera arrondie au multiple "
+"le plus proche de [member cell_height]."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47301,6 +47755,7 @@ msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
+"Le décalage de position appliqué au [AABB] de [member filter_baking_aabb]."
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -47341,6 +47796,8 @@ msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
msgstr ""
+"La source de la géométrie utilisée lors du pré-calcul. Voir [enum "
+"SourceGeometryMode] pour les valeurs possibles."
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -47589,6 +48046,8 @@ msgid ""
"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
"resource."
msgstr ""
+"Enlève tous les polygones et les sommets de la ressource [code]nav_mesh[/"
+"code] fournie."
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
@@ -47664,10 +48123,10 @@ msgid ""
"identify the [NavigationMeshInstance] closest to a point on the merged "
"navigation map."
msgstr ""
-"Retourne le [RID] de cette région sur [NavigationServer]. Combiné avec ["
-"method NavigationServer.map_get_closest_point_owner], peut être utilisé pour "
-"identifier le [NavigationMeshInstance] le plus proche d'un point d'une carte "
-"de navigation fusionnée."
+"Retourne le [RID] de cette région sur [NavigationServer]. Combiné avec "
+"[method NavigationServer.map_get_closest_point_owner], peut être utilisé "
+"pour identifier le [NavigationMeshInstance] le plus proche d'un point d'une "
+"carte de navigation fusionnée."
#: doc/classes/NavigationMeshInstance.xml
msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
@@ -47707,6 +48166,8 @@ msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
+"Notifie quand l'opération de pré-calcul de maillage de navigation est "
+"terminée."
#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the [NavigationMesh] has changed."
@@ -47844,8 +48305,8 @@ msgid ""
"$NavigationPolygonInstance.navpoly = polygon\n"
"[/codeblock]"
msgstr ""
-"Il y a deux façons de créer des polygones. Soit en utilisant la méthode ["
-"method add_outline], soit en utilisant la méthode [method add_polygon].\n"
+"Il y a deux façons de créer des polygones. Soit en utilisant la méthode "
+"[method add_outline], soit en utilisant la méthode [method add_polygon].\n"
"Avec [method add_outline] :\n"
"[codeblock]\n"
"var polygon = NavigationPolygon.new()\n"
@@ -47955,20 +48416,20 @@ msgid ""
"Removes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
-"Enlève un aperçu créé dans l'éditeur ou par un script. Vous devez appeler ["
-"method make_polygons_from_outlines] pour mettre à jour les polygones."
+"Enlève un aperçu créé dans l'éditeur ou par un script. Vous devez appeler "
+"[method make_polygons_from_outlines] pour mettre à jour les polygones."
#: doc/classes/NavigationPolygon.xml
msgid ""
"Changes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
-"Change un aperçu créé dans l'éditeur ou par un script. Vous devez appeler ["
-"method make_polygons_from_outlines] pour mettre à jour les polygones."
+"Change un aperçu créé dans l'éditeur ou par un script. Vous devez appeler "
+"[method make_polygons_from_outlines] pour mettre à jour les polygones."
#: doc/classes/NavigationPolygonInstance.xml
msgid "A region of the 2D navigation map."
-msgstr ""
+msgstr "Une région de la carte de navigation 2D."
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
@@ -47997,8 +48458,8 @@ msgstr ""
"la carte de navigation du nœud de navigation.\n"
"Deux régions peuvent être reliées l'une à l'autre si elles partagent un bord "
"similaire. Vous pouvez définir la distance minimale entre deux sommets "
-"nécessaires pour connecter deux bords en utilisant [method Navigation2DServer"
-".map_set_edge_connection_margin]\n"
+"nécessaires pour connecter deux bords en utilisant [method "
+"Navigation2DServer.map_set_edge_connection_margin]\n"
"[b]Note :[/b] Embiquer deux régions ne suffit pas pour relier ces deux "
"régions. Elles doivent partager un bord similaire.\n"
"Le coût de cheminement de cette région vers une autre peut être contrôlé "
@@ -48015,10 +48476,10 @@ msgid ""
"identify the [NavigationPolygonInstance] closest to a point on the merged "
"navigation map."
msgstr ""
-"Retourne le [RID] de cette région sur le [Navigation2DServer]. Combiné avec ["
-"method Navigation2DServer.map_get_closest_point_propriétaire] peut permettre "
-"d'identifier le [NavigationPolygonInstance] le plus proche d'un point sur la "
-"carte de navigation fusionnée."
+"Retourne le [RID] de cette région sur le [Navigation2DServer]. Combiné avec "
+"[method Navigation2DServer.map_get_closest_point_propriétaire] peut "
+"permettre d'identifier le [NavigationPolygonInstance] le plus proche d'un "
+"point sur la carte de navigation fusionnée."
#: doc/classes/NavigationPolygonInstance.xml
msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
@@ -48038,7 +48499,7 @@ msgstr "La ressource [NavigationPolygon] à utiliser."
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
-msgstr ""
+msgstr "Interface serveur pour un accès de navigation 3D de bas niveau."
#: doc/classes/NavigationServer.xml
#, fuzzy
@@ -48062,6 +48523,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -48089,12 +48553,14 @@ msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Returns the map cell height."
-msgstr ""
+msgstr "Retourne la hauteur de la cellule de la carte."
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr ""
+"Retourne la normale pour le point retourné par [method "
+"map_get_closest_point]."
#: doc/classes/NavigationServer.xml
msgid ""
@@ -48118,6 +48584,8 @@ msgstr "Retourne la direction haut de la carte."
#: doc/classes/NavigationServer.xml
msgid "Set the map cell height used to weld the navigation mesh polygons."
msgstr ""
+"Définit la hauteur de la cellule de carte utilisée pour souder les polygones "
+"de maillage de navigation."
#: doc/classes/NavigationServer.xml
msgid "Sets the map up direction."
@@ -48157,6 +48625,8 @@ msgid ""
"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
"script."
msgstr ""
+"Une implémentation de [NetworkedMultiplayerPeer] qui peut être contrôlée à "
+"partir d'un script."
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
@@ -48165,6 +48635,11 @@ msgid ""
"Its purpose is to allow adding a new backend for the high-Level multiplayer "
"API without needing to use GDNative."
msgstr ""
+"Une implémentation de [NetworkedMultiplayerPeer] qui peut être utilisée "
+"comme un [member MultiplayerAPI.network_peer] et contrôlée à partir d'un "
+"script.\n"
+"Son but est de permettre d'ajouter un nouveau backend haut niveau pour l'API "
+"multijoueur sans avoir besoin d'utiliser GDNative."
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
@@ -48173,24 +48648,38 @@ msgid ""
"(originating from the [signal packet_generated] signal on the sending peer), "
"passing it to this method will deliver it locally."
msgstr ""
+"Envoie un paquet au [MultiplayerAPI] local.\n"
+"Lorsque votre script reçoit un paquet d'autres pairs sur le réseau (à partir "
+"du signal [signal packet_generated] sur le pair que l'envoie), il le "
+"transmet à cette méthode en local."
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
-"Retourne l'état actuel de la connexion. Voir [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid "Set the max packet size that this peer can handle."
-msgstr ""
+msgstr "Définit la taille maximale du paquet que ce pair peut traiter."
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
@@ -48199,6 +48688,10 @@ msgid ""
"the network (which should call [method deliver_packet] with the data when "
"it's received)."
msgstr ""
+"Émis lorsque le [MultiplayerAPI] local génère un paquet.\n"
+"Votre script devrait prendre ce paquet et l'envoyer au pair spécifié sur le "
+"réseau (qui devrait appeler [method deliver_packet] avec les données "
+"lorsqu'il reçoit)."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -48282,9 +48775,9 @@ msgstr ""
"client a été créé, [constant ERR_ALREADY_IN_USE] si ce "
"NetworkedMultiplayerENet a déjà une connexion ouverte (dans quel cas vous "
"devez appeler [method close_connection] d'abord) ou [constant "
-"ERR_CANT_CREATE] si le client ne peut pas être créé. Si "
-"[code]client_port[/code] est spécifié, le client écoutera également le port "
-"donné ; ceci est utile pour certaines techniques NAT transversale."
+"ERR_CANT_CREATE] si le client ne peut pas être créé. Si [code]client_port[/"
+"code] est spécifié, le client écoutera également le port donné ; ceci est "
+"utile pour certaines techniques NAT transversale."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -48340,8 +48833,8 @@ msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
msgstr ""
-"Retourne le canal du prochain paquet qui sera récupéré via [method PacketPeer"
-".get_packet]."
+"Retourne le canal du prochain paquet qui sera récupéré via [method "
+"PacketPeer.get_packet]."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
@@ -49449,11 +49942,11 @@ msgid ""
"[method get_node] instead. To avoid using [method find_parent] too often, "
"consider caching the node reference into a variable."
msgstr ""
-"Trouve le premier parent de ce nœud dont le nom correspond à "
-"[code]mask[/code] suivant le même fonctionnement que pour [method String."
-"match] (c'est-à-dire sensible à la casse, que [code]\"*\"[/code] correspond "
-"à un zéro au un seul caractère, et que [code]\"?\"[/code] correspond à "
-"n'importe quel unique caractère sauf [code]\".\"[/code]).\n"
+"Trouve le premier parent de ce nœud dont le nom correspond à [code]mask[/"
+"code] suivant le même fonctionnement que pour [method String.match] (c'est-à-"
+"dire sensible à la casse, que [code]\"*\"[/code] correspond à un zéro au un "
+"seul caractère, et que [code]\"?\"[/code] correspond à n'importe quel unique "
+"caractère sauf [code]\".\"[/code]).\n"
"[b]Note :[/b] La correspondance ne se fait pas sur le chemin complet mais "
"juste les noms des nœuds.\n"
"[b]Note :[/b] Comme cette méthode liste tous les parents d'un nœud, c'est le "
@@ -49669,9 +50162,9 @@ msgid ""
"processing unless the frames per second is changed via [member Engine."
"iterations_per_second]."
msgstr ""
-"Retourne le temps écoulé (en secondes) depuis la dernière trame physique ("
-"voir [method _physics_process]). C'est toujours une valeur constante dans le "
-"traitement de la physique à moins que les trames par seconde ne soient "
+"Retourne le temps écoulé (en secondes) depuis la dernière trame physique "
+"(voir [method _physics_process]). C'est toujours une valeur constante dans "
+"le traitement de la physique à moins que les trames par seconde ne soient "
"changés via [member Engine.iterations_per_second]."
#: doc/classes/Node.xml
@@ -49746,6 +50239,8 @@ msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
+"Retourne [code]true[/code] si le nœud donné apparait plus tard dans la "
+"hiérarchie de la scène que le nœud actuel."
#: doc/classes/Node.xml
msgid ""
@@ -49790,8 +50285,8 @@ msgid ""
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
-"Retourne [code]true[/code] si l'interpolation physique est activée (voir ["
-"member physics_interpolation_mode]) [b]et[/b] activée dans [SceneTree].\n"
+"Retourne [code]true[/code] si l'interpolation physique est activée (voir "
+"[member physics_interpolation_mode]) [b]et[/b] activée dans [SceneTree].\n"
"Il s'agit d'une version pratique de [method is_physics_interpolated] qui "
"vérifie également si l'interpolation physique est activée globalement.\n"
"Voir [member SceneTree.physics_interpolation] et [member ProjectSettings."
@@ -50127,13 +50622,13 @@ msgid ""
"By default, methods are not exposed to networking (and RPCs). See also "
"[method rset] and [method rset_config] for properties."
msgstr ""
-"Change le mode RPC pour la [code]method[/code] donné pour le "
-"[code]mode[/code] spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une "
-"alternative est d'annoter les méthodes et les propriétés avec les mots-clés "
-"correspondants ([code]remote[/code], [code]master[/code], [code]puppet[/code]"
-", [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code])"
-". Par défaut, les méthodes ne sont pas exposées au réseaut (et aux RPC). "
-"Voir aussi [method rset] et [method rset_config] pour les propriétés."
+"Change le mode RPC pour la [code]method[/code] donné pour le [code]mode[/"
+"code] spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une alternative est "
+"d'annoter les méthodes et les propriétés avec les mots-clés correspondants "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
+"Par défaut, les méthodes ne sont pas exposées au réseaut (et aux RPC). Voir "
+"aussi [method rset] et [method rset_config] pour les propriétés."
#: doc/classes/Node.xml
msgid ""
@@ -50187,22 +50682,26 @@ msgstr ""
"Change le mode RPC pour la [code]property[/code] donnée au [code]mode[/code] "
"spécifié. Voir [enum MultiplayerAPI.RPCMode]. Une alternative est "
"l'annotation des méthodes et des propriétés avec les mots-clés "
-"correspondants ([code]remote[/code], [code]master[/code], [code]puppet[/code]"
-", [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code])"
-". Par défaut, les propriétés ne sont pas exposées au réseau (et au RPC). "
-"Voir aussi [method rpc] et [method rpc_config] pour les méthodes."
+"correspondants ([code]remote[/code], [code]master[/code], [code]puppet[/"
+"code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/"
+"code]). Par défaut, les propriétés ne sont pas exposées au réseau (et au "
+"RPC). Voir aussi [method rpc] et [method rpc_config] pour les méthodes."
#: doc/classes/Node.xml
msgid ""
"Remotely changes the property's value on a specific peer identified by "
"[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])."
msgstr ""
+"Modifie à distance de la valeur de la propriété indiquée par [code]peer_id[/"
+"code] (voir [method NetworkedMultiplayerPeer.set_target_peer])."
#: doc/classes/Node.xml
msgid ""
"Remotely changes the property's value on other peers (and locally) using an "
"unreliable protocol."
msgstr ""
+"Modifie à distance la valeur de propriété enregistrée sur d'autres pairs (et "
+"localement) en utilisant un protocole non fiable."
#: doc/classes/Node.xml
msgid ""
@@ -50210,10 +50709,13 @@ msgid ""
"[code]peer_id[/code] using an unreliable protocol (see [method "
"NetworkedMultiplayerPeer.set_target_peer])."
msgstr ""
+"Modifie à distance de la valeur de la propriété suivante sur un pair "
+"spécifique identifié par [code]peer_id[/code] en utilisant un protocole non "
+"fiable (voir [method NetworkedMultiplayerPeer.set_target_peer])."
#: doc/classes/Node.xml
msgid "Sets the folded state of the node in the Scene dock."
-msgstr ""
+msgstr "Définit l'état réduit du nœud dans le dock de Scène."
#: doc/classes/Node.xml
msgid ""
@@ -50224,6 +50726,12 @@ msgid ""
"defaults to peer ID 1 (the server). If [code]recursive[/code], the given "
"peer is recursively set as the master for all children of this node."
msgstr ""
+"Définit le nœud maître du réseau au pair avec l'identifiant de pair donné. "
+"Le maître du réseau est le pair qui a autorité sur le nœud sur le réseau. "
+"Utile avec les mots-clés [code]master[/code] et [code]puppet[/code]. "
+"Inhérité du nœud parent par défaut, qui a par défaut l'identifiant 1 (le "
+"serveur). Si [code]recursive[/code], le pair donné est récursivement défini "
+"comme le maître pour tous les enfants de ce nœud."
#: doc/classes/Node.xml
msgid ""
@@ -50235,6 +50743,13 @@ msgid ""
"if [method _physics_process] is overridden. Any calls to this before [method "
"_ready] will be ignored."
msgstr ""
+"Active ou désactive le traitement physique (c'est-à-dire les trames fixes). "
+"Lorsqu'un nœud est en cours de traitement, il recevra la notification "
+"[constant NOTIFICATION_PHYSICS_PROCESS] à un intervalle fixe (généralement "
+"60 FPS, voir [member Engine.iterations_per_second] pour le changer), et le "
+"callback [method physique_process] sera appelé s'il existe. Est activé "
+"automatiquement si [method physique_process] est surchargé. Tout appel à "
+"cela avant [method _ready] sera ignoré."
#: doc/classes/Node.xml
msgid ""
@@ -50293,11 +50808,16 @@ msgid ""
"_unhandled_key_input] is overridden. Any calls to this before [method "
"_ready] will be ignored."
msgstr ""
+"Permet un traitement des touches d'entrée non traitées. Activé "
+"automatiquement si [method unhandled_key_input] est surchargé. Tout appel à "
+"cela avant [method _ready] sera ignoré."
#: doc/classes/Node.xml
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
msgstr ""
+"Définit s'il s'agit d'un chargeur fictif d'instance. Voir "
+"[InstancePlaceholder]."
#: doc/classes/Node.xml
msgid ""
@@ -50305,12 +50825,17 @@ msgid ""
"Use [method _get_configuration_warning] to setup the warning message to "
"display."
msgstr ""
+"Met à jour l'avertissement affiché pour ce nœud dans le dock de Scène.\n"
+"Utilisez [method get_configuration_warning] pour configurer le message "
+"d'avertissement à afficher."
#: doc/classes/Node.xml
msgid ""
"The override to the default [MultiplayerAPI]. Set to [code]null[/code] to "
"use the default [SceneTree] one."
msgstr ""
+"La surcharge de la valeur par défaut du [MultiplayerAPI]. Définissez-le à "
+"[code]null[/code] pour utiliser la valeur par défaut de [SceneTree]."
#: doc/classes/Node.xml
msgid ""
@@ -50319,12 +50844,19 @@ msgid ""
"[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an "
"empty string."
msgstr ""
+"Si une scène est instanciée à partir d'un fichier, son nœud le plus haut "
+"contient le chemin de fichier absolu à partir duquel elle a été chargée "
+"depuis [member filename] (par exemple [code]res://levels/1.tscn[/code]). "
+"Sinon, [member filename] sera une chaîne vide."
#: doc/classes/Node.xml
msgid ""
"The [MultiplayerAPI] instance associated with this node. Either the [member "
"custom_multiplayer], or the default SceneTree one (if inside tree)."
msgstr ""
+"L'instance [MultiplayerAPI] associée à ce nœud. Soit le [member "
+"custom_multiplayer], ou la SceneTree par défaut (si l'intérieur de "
+"l'arborescence)."
#: doc/classes/Node.xml
msgid ""
@@ -50376,6 +50908,11 @@ msgid ""
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
+"La priorité du nœud dans l'ordre d'exécution des appels de traitement "
+"activés (c'est-à-dire [constant NOTIFICATION_PROCESS], [constant "
+"NOTIFICATION_PHYSICS_PROCESS] et leurs homologues internes). Les nœuds dont "
+"la valeur de priorité d'exécution est [i]plus basse[/i] auront leurs appels "
+"de traitement exécutés en premier."
#: doc/classes/Node.xml
msgid ""
@@ -50393,6 +50930,10 @@ msgid ""
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
+"Émis lorsqu'un nœud enfant entre dans l'arborescence, soit parce qu'il est "
+"entré seul ou parce que ce nœud est entré avec lui.\n"
+"Ce signal est émis [i]après[/i] [constant NOTIFICATION_ENTER_TREE] et "
+"[signal tree_entered] de cet enfant."
#: doc/classes/Node.xml
msgid ""
@@ -50403,6 +50944,12 @@ msgid ""
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
+"Émis lorsqu'un nœud d'enfant var quitter l'arborescence, soit parce qu'il "
+"est enlevé ou libéré directement, soit parce que ce nœud sort de "
+"l'arborescence.\n"
+"Lorsque ce signal est reçu, le [code]node[/code] enfant est toujours dans "
+"l'arborescence et valide. Ce signal est émis [i]après[/i] [signal "
+"tree_exiting] et [constant NOTIFICATION_EXIT_TREE] de cet enfant."
#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
@@ -50418,6 +50965,9 @@ msgid ""
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
+"Émis quand le nœud entre dans l'arborescence.\n"
+"Ce signal est émis [i]après[/i] la notification correspondante [constant "
+"NOTIFICATION_ENTER_TREE]."
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
@@ -50430,12 +50980,19 @@ msgid ""
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
+"Émis quand le nœud est encore actif mais sur le point de quitter "
+"l'arborescence. C'est le bon endroit pour la de-initialisation (ou d'appel "
+"au \"destructeur\").\n"
+"Ce signal est émis [i]avant[/i] la notification correspondante [constant "
+"NOTIFICATION_EXIT_TREE]."
#: doc/classes/Node.xml
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
+"La notification reçue lorsque le nœud entre dans un [SceneTree].\n"
+"Cette notification est émise [i]avant[/i] la [signal tree_entered]."
#: doc/classes/Node.xml
msgid ""
@@ -50467,24 +51024,34 @@ msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
+"La notification reçue chaque trame lorsque le drapeau du processus de "
+"physique est défini (voir [method set_physics_process])."
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
msgstr ""
+"La notification a reçu chaque trame lorsque le drapeau de processus est "
+"défini (voir [method set_process])."
#: doc/classes/Node.xml
msgid ""
"Notification received when a node is set as a child of another node.\n"
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
+"La notification reçue lorsqu'un nœud est défini comme un enfant d'un autre "
+"nœud.\n"
+"[b]Note :[/b] Cela ne signifie pas que le nœud est nécessairement entré dans "
+"le [SceneTree]."
#: doc/classes/Node.xml
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
msgstr ""
+"La notification reçue lorsqu'un nœud n'a plus de parent (le parent l'a "
+"retiré de sa liste d'enfants)."
#: doc/classes/Node.xml
msgid "Notification received when the node is instanced."
@@ -50504,6 +51071,9 @@ msgid ""
"Notification received when a drag operation ends.\n"
"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
+"La notification reçue à la fin d'une opération de déposé-glissé.\n"
+"Utilisez [method Viewport.gui_is_drag_successful] pour vérifier si "
+"l'opération a réussi."
#: doc/classes/Node.xml
msgid "Notification received when the node's [NodePath] changed."
@@ -50514,12 +51084,16 @@ msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
+"La notification a reçu chaque trame lorsque le drapeau interne du processus "
+"est défini (voir [method set_process_internal])."
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
+"La notification a reçu chaque trame lorsque le drapeau du processus physique "
+"interne est défini (voir [method set_physics_process_internal])."
#: doc/classes/Node.xml
msgid ""
@@ -50527,12 +51101,18 @@ msgid ""
"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
"node enters tree, instead of only once."
msgstr ""
+"La notification reçue lorsque le nœud est prêt, juste avant que [constant "
+"NOTIFICATION_READY] soit reçue. Contrairement à cette dernière, cette "
+"notification est envoyée chaque fois que le nœud entre dans l'arborescence, "
+"et pas juste une seule fois."
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
+"La notification reçue lorsque [method reset_physics_interpolation] est "
+"appelée sur le nœud ou les nœuds parents."
#: doc/classes/Node.xml
msgid ""
@@ -50546,25 +51126,32 @@ msgstr "Arrête la mise à jour quand le [SceneTree] est en pause."
#: doc/classes/Node.xml
msgid "Continue to process regardless of the [SceneTree] pause state."
-msgstr ""
+msgstr "Continuer le processus peu importe l'état de pause de la [SceneTree]."
#: doc/classes/Node.xml
msgid ""
"Inherits physics interpolation mode from the node's parent. For the root "
"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
msgstr ""
+"Inhérit le mode d'interpolation physique de la part du nœud parent. Pour le "
+"nœud racine, c'est équivalent à [constant PHYSICS_INTERPOLATION_MODE_ON]. "
+"C'est la valeur par défaut."
#: doc/classes/Node.xml
msgid ""
"Turn off physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
+"Désactive l'interpolation physique de ce nœud et ses enfants qui sont "
+"définis à [constant PHYSICS_INTERPOLATION_MODE_INHERIT]."
#: doc/classes/Node.xml
msgid ""
"Turn on physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
+"Active l'interpolation physique de ce nœud et ses enfants qui sont définis à "
+"[constant PHYSICS_INTERPOLATION_MODE_INHERIT]."
#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
@@ -50584,12 +51171,17 @@ msgid ""
"An instance stays linked to the original so when the original changes, the "
"instance changes too."
msgstr ""
+"Duplique via instanciation.\n"
+"Une instance reste liée à l'original de sorte que lorsque l'original change, "
+"l'instance change aussi."
#: doc/classes/Node2D.xml
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
msgstr ""
+"Un objet de jeu 2D, hérité de tous les nœuds 2D. A une position, une "
+"rotation, une mise à l'échelle et un indice de profondeur Z."
#: doc/classes/Node2D.xml
msgid ""
@@ -50598,6 +51190,11 @@ msgid ""
"Node2D as a parent node to move, scale and rotate children in a 2D project. "
"Also gives control of the node's render order."
msgstr ""
+"Un objet 2D de jeu, avec une transformation (position, rotation et mise à "
+"l'échelle). Tous les nœuds 2D, y compris les objets de physique et les "
+"sprites, héritent de Node2D. Utilisez Node2D comme nœud parent pour "
+"déplacer, mettre à l'échelle et pivoter des enfants dans un projet 2D. donne "
+"également le contrôle sur l'ordre de rendu des nœuds."
#: doc/classes/Node2D.xml doc/classes/Vector2.xml
msgid "All 2D Demos"
@@ -50614,6 +51211,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
+"Retourne l'angle entre le nœud et le [code]point[/code] en radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"nœud2d_get_angle_to.png]Illustration de l'angle retourné.[/url]"
#: doc/classes/Node2D.xml
msgid "Returns the [Transform2D] relative to this node's parent."
@@ -50630,6 +51230,8 @@ msgid ""
"Rotates the node so it points towards the [code]point[/code], which is "
"expected to use global coordinates."
msgstr ""
+"Pivote le nœud pour qu'il pointe vers [code]point[/code], en supposant ça se "
+"passe avec des coordonnées globales."
#: doc/classes/Node2D.xml
msgid ""
@@ -50637,6 +51239,9 @@ msgid ""
"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
"code], normalizes the movement."
msgstr ""
+"Applique un déplacement locale selon l'axe X du nœud suivant [code]delta[/"
+"code] depuis [method Node._process]. Si [code]scaled[/code] est [code]false[/"
+"code], le déplacement sera normalisé."
#: doc/classes/Node2D.xml
msgid ""
@@ -50644,12 +51249,16 @@ msgid ""
"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
"code], normalizes the movement."
msgstr ""
+"Applique un déplacement locale selon l'axe Y du nœud suivant [code]delta[/"
+"code] depuis [method Node._process]. Si [code]scaled[/code] est [code]false[/"
+"code], le déplacement sera normalisé."
#: doc/classes/Node2D.xml
msgid ""
"Applies a rotation to the node, in radians, starting from its current "
"rotation."
msgstr ""
+"Applique une rotation au nœud, en radians, à partir de son actuelle rotation."
#: doc/classes/Node2D.xml
msgid ""
@@ -50698,7 +51307,7 @@ msgstr "[Transform2D] global."
#: doc/classes/Node2D.xml
msgid "Position, relative to the node's parent."
-msgstr ""
+msgstr "La position, relative au nœud parent."
#: doc/classes/Node2D.xml
msgid "Rotation in radians, relative to the node's parent."
@@ -50728,6 +51337,9 @@ msgid ""
"index. If this node's Z index is 2 and its parent's effective Z index is 3, "
"then this node's effective Z index will be 2 + 3 = 5."
msgstr ""
+"Si [code]true[/code], l'indice n'est pas défini comme étant relatif à "
+"l'indice Z. Si l'indice Z du nœud est de 2 et que l'indice Z actuel du "
+"parent est de 3, l'indice Z de ce nœud sera au final 2 + 3 = 5."
#: doc/classes/Node2D.xml
msgid ""
@@ -50736,6 +51348,10 @@ msgid ""
"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer."
"CANVAS_ITEM_Z_MAX] (inclusive)."
msgstr ""
+"Indice Z. Control l'ordre dans lequel les nœuds sont affichés. Un nœud avec "
+"un indice Z supérieur s'affichera devant les autres. Doit être définit entre "
+"[constant VisualServer.CANVAS_ITEM_Z_MIN] et [constant VisualServer."
+"CANVAS_ITEM_Z_MAX] (inclus)."
#: doc/classes/NodePath.xml
msgid "Pre-parsed scene tree path."
@@ -50885,6 +51501,19 @@ msgid ""
"print(property_path) # :position:x\n"
"[/codeblock]"
msgstr ""
+"Retourne un chemin de nœud avec un caractère deux points ([code]:[/code]) "
+"ajouté, le transformant en un chemin de propriété pur sans nom de nœud (par "
+"défaut de résolution du nœud actuel).\n"
+"[codeblock]\n"
+"# Ce sera interprété comme un chemin de nœud vers la propriété \"x\" dans le "
+"nœud \"position\".\n"
+"d'appel au nœud_path = NodePath).\n"
+"var node_path = NodePath(\"position:x\")\n"
+"# Cela sera interprété comme un chemin de nœud vers le composant \"x\" de la "
+"propriété \"position\" du nœud actuel.\n"
+"var property_path = node_path.get_as_property_path()\n"
+"print(property_path) # :position:x\n"
+"[/codeblock]"
#: doc/classes/NodePath.xml
msgid ""
@@ -50929,6 +51558,9 @@ msgid ""
"get_subname_count]) are not included.\n"
"For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names."
msgstr ""
+"Retourne le nombre de noms de nœuds qui composent le chemin. Les sous-noms "
+"(voir [method get_subname_count]) ne sont pas inclus.\n"
+"Par exemple, [code]\"Path2D/PathFollow2D/Sprite\"[/code] a 3 noms."
#: doc/classes/NodePath.xml
msgid ""
@@ -50956,6 +51588,11 @@ msgid ""
"For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] "
"has 2 subnames."
msgstr ""
+"Retourne le nombre de noms de ressources ou de propriétés (\"sous-noms\") "
+"dans le chemin. Chaque sous-nom est répertorié après deux points ([code]:[/"
+"code]) dans le chemin du nœud.\n"
+"Par exemple, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] a "
+"2 sous-noms."
#: doc/classes/NodePath.xml
msgid ""
@@ -50965,6 +51602,11 @@ msgid ""
"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
"autoload was registered)."
msgstr ""
+"Retourne [code]true[/code] si le chemin du nœud est absolu (et non relatif), "
+"ce qui signifie qu'il commence par une barre oblique ([code]/[/code]). Les "
+"chemins de nœuds absolus peuvent être utilisés pour accéder au nœud racine "
+"([code]\"/root\"[/code]) ou pour les chargements automatiques (par exemple "
+"[code]\"/global\"[/code] si \"global\" est chargé automatiquement)."
#: doc/classes/NodePath.xml
msgid "Returns [code]true[/code] if the node path is empty."
@@ -51010,12 +51652,17 @@ msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
msgstr ""
+"Si [code]true[/code], la texture résultante contient une carte normale créée "
+"à partir du bruit original interprété comme une carte de bosse."
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
"Strength of the bump maps used in this texture. A higher value will make the "
"bump maps appear larger while a lower value will make them appear softer."
msgstr ""
+"L'intensité des cartes de bosse utilisées dans cette texture. Une valeur "
+"plus élevée rendra les cartes de bosse plus grandes alors qu'une valeur plus "
+"basse les rendra plus douces."
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "Height of the generated texture."
@@ -51031,6 +51678,9 @@ msgid ""
"of the generated noise. This value is ignored if [member seamless] is "
"enabled."
msgstr ""
+"Un décalage utilisé pour préciser la coordonnées de l'espace de bruit du "
+"coin supérieur gauche du bruit généré. Cette valeur est ignorée si [member "
+"seamless] est activé."
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
@@ -51139,6 +51789,10 @@ msgid ""
"Returns the given property. Returns [code]null[/code] if the [code]property[/"
"code] does not exist."
msgstr ""
+"Une méthode virtuelle qui peut être surchargée pour personnaliser la valeur "
+"de retour de [method get].\n"
+"Retourne la propriété donnée. Retourne [code]null[/code] si [code]property[/"
+"code] n'existe pas."
#: doc/classes/Object.xml
msgid ""
@@ -51161,6 +51815,12 @@ msgid ""
"class. If any other means (such as [method PackedScene.instance]) is used, "
"then initialization will fail."
msgstr ""
+"Appelé lorsque l'objet est initialisé en mémoire. Peut prendre des "
+"paramètres, qui sont passés dans lors de la construction.\n"
+"[b]Note :[/b] Si [method _init] est défini avec les paramètres requis, alors "
+"la construction explicite (via le code) est le seul moyen valable de créer "
+"un objet de cette classe. Si d'autres moyens (comme [method PackedScene."
+"instance]) sont utilisés, l'initialisation échouera."
#: doc/classes/Object.xml
msgid ""
@@ -51170,6 +51830,11 @@ msgid ""
"NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
"notifications which are also received by this method."
msgstr ""
+"Appelé chaque fois que l'objet reçoit une notification, qui est identifiée "
+"par [code]what[/code] qui est une constante. Le [Object] de base a deux "
+"constantes [constant NOTIFICATION_POSTINITIALIZE] et [constant "
+"NOTIFICATION_PREDELETE], mais les sous-classes comme [Node] définissent "
+"beaucoup plus de notifications qui sont également reçues par cette méthode."
#: doc/classes/Object.xml
msgid ""
@@ -51178,6 +51843,10 @@ msgid ""
"Sets a property. Returns [code]true[/code] if the [code]property[/code] "
"exists."
msgstr ""
+"La méthode virtuelle qui peut être surchargée pour personnaliser la valeur "
+"de retour de [method set].\n"
+"Définit une propriété. Retourne [code]true[/code] si la [code]property[/"
+"code] existe."
#: doc/classes/Object.xml
msgid ""
@@ -51187,6 +51856,12 @@ msgid ""
"Returns a [String] representing the object. If not overridden, defaults to "
"[code]\"[ClassName:RID]\"[/code]."
msgstr ""
+"Une méthode virtuelle qui peut être remplacée pour personnaliser la valeur "
+"de retour de [method to_string], et donc la représentation de l'objet s'il "
+"est converti en chaîne de caractère, par exemple avec [code]print(obj)[/"
+"code].\n"
+"Retourne une [String] représentant l'objet. Si ce n'est pas le cas, le "
+"format [code]\"[ClassName:RID]\"[/code] se retourné par défaut."
#: doc/classes/Object.xml
msgid ""
@@ -51269,6 +51944,8 @@ msgid ""
"Returns [code]true[/code] if the object can translate strings. See [method "
"set_message_translation] and [method tr]."
msgstr ""
+"Retourne [code]true[/code] si l'objet peut traduire des chaînes de "
+"caractères. Voir [method set_message_translation] et [method tr]."
#: doc/classes/Object.xml
msgid ""
@@ -51345,6 +52022,11 @@ msgid ""
"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
+"Déconnecte le [code]signal[/code] d'une [code]method[/code] pour la cible "
+"[code]target[/code] donnée.\n"
+"Si vous essayez de déconnecter une connexion qui n'existe pas, la méthode "
+"affichera une erreur. Utiliser [method is_connected] pour s'assurer que la "
+"connexion existe."
#: doc/classes/Object.xml
msgid ""
@@ -51357,6 +52039,15 @@ msgid ""
"emit_signal(\"game_over\")\n"
"[/codeblock]"
msgstr ""
+"Émet le [code]signal[/code] donné. Le signal doit exister, de sorte qu'il "
+"doit être un signal intégré de cette classe ou une de ses classes parentes, "
+"ou un signal défini par l'utilisateur. Cette méthode prend en charge un "
+"nombre variable d'arguments, de sorte que les paramètres sont passés comme "
+"une liste séparée par des virgules. Exemple :\n"
+"[codeblock]\n"
+"emit_signal(\"hit\", weapon_type, damage)\n"
+"emit_signal(\"game_over\")\n"
+"[/codeblock]"
#: doc/classes/Object.xml
msgid ""
@@ -51387,6 +52078,11 @@ msgid ""
"declarations into account. If the object has a [code]class_name[/code] "
"defined, the base class name will be returned instead."
msgstr ""
+"Retourne la classe de l'objet en tant que [String]. Voir aussi [method "
+"is_class].\n"
+"[b]Note :[/b] [method get_class] ignore les déclarations [code]class_name[/"
+"code]. Si l'objet a un [code]class_name[/code] défini, le nom de classe de "
+"base sera retourné à la place."
#: doc/classes/Object.xml
msgid ""
@@ -51398,6 +52094,13 @@ msgid ""
"- [code]method_name[/code] is the name of the method to which the signal is "
"connected."
msgstr ""
+"Retourne un [Array] de dictionnaires avec des informations sur les signaux "
+"qui sont connectés à l'objet.\n"
+"Chaque [Dictionary] contient trois entrées en String :\n"
+"- [code]source[/code] est une référence à l'émetteur de signal.\n"
+"- [code]signal_name[/code] est le nom du signal connecté.\n"
+"- [code]method_name[/code] est le nom de la méthode à laquelle le signal est "
+"connecté."
#: doc/classes/Object.xml
msgid ""
@@ -51417,6 +52120,10 @@ msgid ""
"This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the "
"object instance with [method @GDScript.instance_from_id]."
msgstr ""
+"Retourne l'identifiant de l'instance unique de l'objet.\n"
+"Cet identifiant peut être enregistré dans [EncodedObjectAsID] et peut être "
+"utilisé pour récupérer l'objet de l'instance avec [method @GDScript."
+"instance_from_id]."
#: doc/classes/Object.xml
msgid ""
@@ -51424,6 +52131,10 @@ msgid ""
"Throws error if the entry does not exist, unless [code]default[/code] is not "
"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
+"Retourne l'entrée de métadonnées de l'objet [code]name[/code] spécifié.\n"
+"Affiche une erreur si l'entrée n'existe pas, sauf si [code]default[/code] "
+"n'est pas [code]null[/code] (dans quel cas la valeur par défaut sera "
+"retournée)."
#: doc/classes/Object.xml
msgid "Returns the object's metadata as a [PoolStringArray]."
@@ -51442,6 +52153,13 @@ msgid ""
"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
"PropertyUsageFlags])."
msgstr ""
+"Retourne la liste de propriétés de l'objet dans un [Array] de "
+"dictionnaires.\n"
+"Chaque propriété [Dictionary] contient au moins [code]name: String[/code] et "
+"[code]type: int[/code] (voir [enum Variant.Type]). En option, il peut "
+"également inclure [code]hint: int[/code] (voir [enum PropertyHint]), "
+"[code]hint_string: String[/code], et [code]usage: int[/code] (voir [enum "
+"PropertyUsageFlags])."
#: doc/classes/Object.xml
msgid ""
@@ -51485,6 +52203,9 @@ msgid ""
"exists. Only signals added using [method add_user_signal] are taken into "
"account."
msgstr ""
+"Retourne [code]true[/code] si le [code]signal[/code] défini par "
+"l'utilisateur existe. Seuls les signaux ajoutés à [method add_user_signal] "
+"sont pris en compte."
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if signal emission blocking is enabled."
@@ -51498,6 +52219,11 @@ msgid ""
"declarations into account. If the object has a [code]class_name[/code] "
"defined, [method is_class] will return [code]false[/code] for that name."
msgstr ""
+"Retourne [code]true[/code] si l'objet hérite de la [code]class[/code] "
+"donnée. Voir aussi [method get_class].\n"
+"[b]Note :[/b] [method is_class] ne prend pas en compte les déclarations "
+"[code]class_name[/code]. Si l'objet a un [code]class_name[/code] défini, "
+"[method is_class] retournera [code]false[/code] pour ce nom."
#: doc/classes/Object.xml
msgid ""
@@ -51579,12 +52305,23 @@ msgid ""
"print(position) # (42, -10)\n"
"[/codeblock]"
msgstr ""
+"Assigne une nouvelle valeur à la propriété identifiée par le [NodePath]. Le "
+"chemin nœud devrait être relatif à l'objet courant et peut utiliser le "
+"caractère des deux points ([code]:[/code]) pour accéder aux propriétés "
+"imbriquées. Par exemple :\n"
+"[codeblock]\n"
+"set_indexed(\"position\", Vector2(42, 0))\n"
+"set_indexed(\"position:y\", -10)\n"
+"print(position) # (42, -10)\n"
+"[/codeblock]"
#: doc/classes/Object.xml
msgid ""
"Defines whether the object can translate strings (with calls to [method "
"tr]). Enabled by default."
msgstr ""
+"Définit si l'objet peut traduire des chaînes (avec des appels à [method "
+"tr]). Activé par défaut."
#: doc/classes/Object.xml
msgid ""
@@ -51604,6 +52341,11 @@ msgid ""
"freed and its variables and state will be lost. The new script's [method "
"_init] method will be called."
msgstr ""
+"Attribue un script à l'objet. Chaque objet peut avoir un seul script qui lui "
+"est assigné, qui sont utilisés pour étendre ses fonctionnalités.\n"
+"Si l'objet avait déjà un script, l'instance de script précédente sera "
+"libérée, ses variables et son état seront perdus. La méthode [method _init] "
+"du nouveau script sera appelée."
#: doc/classes/Object.xml
msgid ""
@@ -51612,6 +52354,10 @@ msgid ""
"Override the method [method _to_string] to customize the [String] "
"representation."
msgstr ""
+"Retourne une [String] représentant l'objet. Si ce n'est pas le cas, au "
+"format par défaut [code]\"[ClassName:RID]\"[/code].\n"
+"Surcharger la méthode [method to_string] pour personnaliser la "
+"représentation en [String] affichée."
#: doc/classes/Object.xml
msgid ""
@@ -51621,6 +52367,11 @@ msgid ""
"otherwise it returns the [code]message[/code] unchanged. See [method "
"set_message_translation]."
msgstr ""
+"Traduit un message en utilisant le catalogue de translations définit dans "
+"les réglages du projet.\n"
+"Ne fonctionne que si la traduction de message est activée (par défaut), "
+"sinon elle retourne le [code]message[/code] inchangé. Voir [method "
+"set_message_translation]."
#: doc/classes/Object.xml
msgid "Emitted whenever the object's script is changed."
@@ -51662,6 +52413,9 @@ msgid ""
"connected several times to the same target, and will only be fully "
"disconnected once no references are left."
msgstr ""
+"Connectez un signal avec un compteur de référence. Cela signifie qu'un "
+"signal donné peut être connecté plusieurs fois à la même cible, et ne sera "
+"complètement déconnecté qu'une fois déconnecté de toutes les références."
#: doc/classes/Occluder.xml
msgid "Allows [OccluderShape]s to be used for occlusion culling."
@@ -51700,6 +52454,8 @@ msgid ""
"Editor facility that helps you draw a 2D polygon used as resource for "
"[LightOccluder2D]."
msgstr ""
+"Aide de l'édition pour dessiner un polygone 2D utilisé comme ressource pour "
+"un [LightOccluder2D]."
#: doc/classes/OccluderPolygon2D.xml
msgid ""
@@ -51707,6 +52463,10 @@ msgid ""
"occludes the light coming from any direction. An opened OccluderPolygon2D "
"occludes the light only at its outline's direction."
msgstr ""
+"Si [code]true[/code], ferme (boucle) le polygone. Un OccluderPolygon2D fermé "
+"bloque la lumière provenant de n'importe quelle direction. Un "
+"OccluderPolygon2D ouvert ne bloque que la lumière qui vient en direction de "
+"son alignement."
#: doc/classes/OccluderPolygon2D.xml
msgid "The culling mode to use."
@@ -51718,6 +52478,9 @@ msgid ""
"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
"than a reference."
msgstr ""
+"Un tableau de [Vector2] avec l'indice pour les positions des sommets.\n"
+"[b]Note :[/b] La valeur retournée est une copie du tableau sous-jacent, et "
+"non pas une référence."
#: doc/classes/OccluderPolygon2D.xml
msgid "Culling is disabled. See [member cull_mode]."
@@ -51743,6 +52506,8 @@ msgstr ""
#: doc/classes/OccluderShape.xml
msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
msgstr ""
+"Les [Occluder] peuvent utiliser toute forme primitive dérivée de "
+"[OccluderShape]."
#: doc/classes/OccluderShapePolygon.xml
msgid "Polygon occlusion primitive for use with the [Occluder] node."
@@ -51765,7 +52530,6 @@ msgid ""
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
-#, fuzzy
msgid "Sets an individual hole point position."
msgstr "Définit la position d'un trou simple."
@@ -51775,17 +52539,19 @@ msgstr "Définit la position d'un seul point d'un polygone."
#: doc/classes/OccluderShapePolygon.xml
msgid "Allows changing the hole geometry from code."
-msgstr ""
+msgstr "Permet de changer la géométrie du trou depuis le code."
#: doc/classes/OccluderShapePolygon.xml
msgid "Allows changing the polygon geometry from code."
-msgstr ""
+msgstr "Permet de changer la géométrie de polygone depuis le code."
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
+"Précise si l'occulteur devrait fonctionner des deux côtés. Si [code]false[/"
+"code], l'occulteur ne fonctionnera que dans un sens."
#: doc/classes/OccluderShapeSphere.xml
msgid "Spherical occlusion primitive for use with the [Occluder] node."
@@ -51815,6 +52581,9 @@ msgid ""
"each sphere is stored in the [code]normal[/code], and the radius is stored "
"in the [code]d[/code] value of the plane."
msgstr ""
+"Les données de la sphère peuvent être obtenues dans un de tableau de "
+"[Plane]. La position de chaque sphère est enregistrée dans [code]normal[/"
+"code], et le rayon dans la valeur [code]d[/code] du plan."
#: doc/classes/OmniLight.xml
msgid "Omnidirectional light, such as a light bulb or a candle."
@@ -51845,7 +52614,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -51867,6 +52638,8 @@ msgid ""
"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
"SHADOW_CUBE], but lower-quality."
msgstr ""
+"Les ombres sont rendues dans une texture dual-paraboloïde. Plus rapide que "
+"[constant SHADOW_CUBE], mais de qualité inférieure."
#: doc/classes/OmniLight.xml
msgid ""
@@ -51874,6 +52647,9 @@ msgid ""
"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
"feature support for depth cubemaps."
msgstr ""
+"Les ombres sont rendues à un CubeMap. Plus lent que [constant "
+"SHADOW_DUAL_PARABOLOID], mais de qualité supérieure. Seulement pris en "
+"charge sur les GPU qui disposent du support pour les CubeMap de profondeur."
#: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow."
@@ -51908,6 +52684,25 @@ msgid ""
"print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
"[/codeblock]"
msgstr ""
+"Cette ressource vous permet de configurer et d'échantillonner un espace de "
+"bruit fractal. Voici un court exemple d'utilisation qui configure un "
+"OpenSimplexNoise et obtient des échantillons à différentes positions et "
+"dimensions :\n"
+"[codeblock]\n"
+"var noise = OpenSimplexNoise.new()\n"
+"\n"
+"# Configuration\n"
+"noise.seed = randi()\n"
+"noise.octaves = 4\n"
+"noise.period = 20.0\n"
+"noise.persistence = 0.8\n"
+"\n"
+"# Échantionnage\n"
+"print(\"Valeurs :\")\n"
+"print(noise.get_noise_2d(1.0, 1.0))\n"
+"print(noise.get_noise_3d(0.5, 3.0, 15.0))\n"
+"print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
+"[/codeblock]"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -51917,6 +52712,10 @@ msgid ""
"value is used as the coordinates of the top-left corner of the generated "
"noise."
msgstr ""
+"Générer une image de bruit au format [constant Image.FORMAT_L8] à la taille "
+"[code]width[/code] sur [code]height[/code], basé sur les paramètres de bruit "
+"actuels. Si [code]noise_offset[/code] est spécifié, le décalage sera utilisé "
+"comme coordonnées du coin supérieur gauche du bruit généré."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -51924,6 +52723,10 @@ msgid ""
"[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/"
"code] with fixed y-coordinate value 0.0."
msgstr ""
+"Retourne le code de valeur de bruit 1D dans l'intervalle [code][-1,1][/code] "
+"pour la coordonnée x donnée.\n"
+"[b]Note :[/b] Cette méthode retourne en fait la valeur de bruit 2D dans "
+"l'intervalle [code][-1,1][/code] mais avec la coordonnée y fixée à 0.0."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
@@ -51967,6 +52770,8 @@ msgid ""
"Period of the base octave. A lower period results in a higher-frequency "
"noise (more value changes across the same distance)."
msgstr ""
+"La période de l'octave de base. Une période inférieure entraîne un bruit de "
+"fréquence plus élevée (plus de valeur change sur la même distance)."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -51974,12 +52779,18 @@ msgid ""
"value of 1 means all the octaves have the same contribution, a value of 0.5 "
"means each octave contributes half as much as the previous one."
msgstr ""
+"Le facteur de contribution des différentes octaves. Une valeur "
+"[code]persistence[/code] de 1 signifie que toutes les octaves ont la même "
+"contribution, une valeur de 0,5 signifie chaque octave contribue à la moitié "
+"de la précédente."
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Seed used to generate random values, different seeds will generate different "
"noise maps."
msgstr ""
+"La graine utilisée pour générer des valeurs aléatoires, différentes graines "
+"généreront différentes cartes de bruit."
#: doc/classes/OptionButton.xml
msgid "Button control that provides selectable options when pressed."
@@ -51993,6 +52804,11 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
+"OptionButton est un type de bouton qui fournit une liste d'éléments "
+"lorsqu'il est pressé. L'élément sélectionné devient l'élément \"actuel\" et "
+"s'affiche comme le texte du bouton.\n"
+"Voir aussi [BaseButton] qui contient des propriétés et des méthodes communes "
+"associées à ce nœud."
#: doc/classes/OptionButton.xml
msgid ""
@@ -52000,6 +52816,10 @@ msgid ""
"(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item "
"index will be used as the item's ID. New items are appended at the end."
msgstr ""
+"Ajoute un élément, avec une icône [code]texture[/code], un texte "
+"[code]label[/code] et (en option) un [code]id[/code]. Si aucun [code]id[/"
+"code] n'est spécifié, l'index de l'élément sera utilisé comme identifiant de "
+"l'élément. Les nouveaux éléments sont placés à la fin de la liste."
#: doc/classes/OptionButton.xml
msgid ""
@@ -52007,12 +52827,19 @@ msgid ""
"If no [code]id[/code] is passed, the item index will be used as the item's "
"ID. New items are appended at the end."
msgstr ""
+"Ajoute un élément, avec le texte [code]label[/code] et (en option) un "
+"[code]id[/code]. Si aucun [code]id[/code] n'est spécifié, l'index de "
+"l'élément sera utilisé comme identifiant de l'élément. Les nouveaux éléments "
+"sont placés à la fin de la liste."
#: doc/classes/OptionButton.xml
msgid ""
"Adds a separator to the list of items. Separators help to group items. "
"Separator also takes up an index and is appended at the end."
msgstr ""
+"Ajoute un séparateur à la liste des articles. Les séparateurs aident à "
+"regrouper les éléments. Le séparateur prend également un index et est ajouté "
+"à la fin."
#: doc/classes/OptionButton.xml
msgid "Clears all the items in the [OptionButton]."
@@ -52065,6 +52892,8 @@ msgid ""
"Gets the metadata of the selected item. Metadata for items can be set using "
"[method set_item_metadata]."
msgstr ""
+"Retourne les métadonnées de l'élément sélectionné. Les métadonnées peuvent "
+"être définies en utilisant [method set_item_metadata]."
#: doc/classes/OptionButton.xml
msgid ""
@@ -52083,6 +52912,10 @@ msgid ""
"if the item is disabled.\n"
"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
+"Sélectionne un élément par son index et en fait l'élément actuel. Cela "
+"fonctionnera même si l'élément est désactivé.\n"
+"Passer [code]-1[/code] en index désélectionne tout élément actuellement "
+"sélectionné."
#: doc/classes/OptionButton.xml
msgid ""
@@ -52091,6 +52924,11 @@ msgid ""
"by the user. If the current selected item is set as disabled, it will remain "
"selected."
msgstr ""
+"Définit si l'élément à l'index [code]idx[/code] est désactivé.\n"
+"Les éléments désactivés sont dessinés différemment dans la liste déroulante "
+"et ne peuvent pas être sélectionnés par l'utilisateur. Si l'élément "
+"sélectionné actuel est définit comme désactivé, il restera tout de même "
+"sélectionné."
#: doc/classes/OptionButton.xml
msgid "Sets the icon of the item at index [code]idx[/code]."
@@ -52105,6 +52943,9 @@ msgid ""
"Sets the metadata of an item. Metadata may be of any type and can be used to "
"store extra information about an item, such as an external string ID."
msgstr ""
+"Définit les métadonnées d'un élément. Les métadonnées peuvent être de "
+"n'importe quel type et peuvent être utilisées pour stocker des informations "
+"supplémentaires sur un élément, comme un identifiant de chaîne externe."
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Sets the text of the item at index [code]idx[/code]."
@@ -52119,6 +52960,8 @@ msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
+"L'index de l'élément actuellement sélectionné, ou [code]-1[/code] si aucun "
+"élément n'est sélectionné."
#: doc/classes/OptionButton.xml
msgid ""
@@ -52126,12 +52969,17 @@ msgid ""
"[code]ui_down[/code] actions. The index of the item selected is passed as "
"argument."
msgstr ""
+"Émis lorsque l'utilisateur navigue vers un élément utilisant les actions "
+"[code]ui_up[/code] ou [code]ui_down[/code]. L'index de l'élément sélectionné "
+"est passé comme argument."
#: doc/classes/OptionButton.xml
msgid ""
"Emitted when the current item has been changed by the user. The index of the "
"item selected is passed as argument."
msgstr ""
+"Émis lorsque l'élément actuel a été modifié par l'utilisateur. L'index de "
+"l'élément sélectionné est passé en argument."
#: doc/classes/OptionButton.xml
msgid "Default text [Color] of the [OptionButton]."
@@ -52147,6 +52995,9 @@ msgid ""
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
+"La [Color] du texte utilisée quand le [OptionButton] a le focus. Ne remplace "
+"que la couleur normale du texte du bouton. Les états désactivés, survolés et "
+"pressés sont prioritaires sur cette couleur."
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being hovered."
@@ -52184,6 +53035,9 @@ msgid ""
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
+"Le [StyleBox] utilisé lorsque [OptionButton] a le focus. Elle est affichée "
+"sur la [StyleBox] actuelle, dont utiliser [StyleBoxEmpty] va tout simplement "
+"désactiver l'effet visuel de focus."
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being hovered."
@@ -52219,6 +53073,8 @@ msgid ""
"Displays a modal dialog box using the host OS' facilities. Execution is "
"blocked until the dialog is closed."
msgstr ""
+"Affiche une boîte de dialogue modal en utilisant le système d'exploitation "
+"hôte. L'exécution est bloquée jusqu'à ce que le dialogue soit fermé."
#: doc/classes/OS.xml
msgid "Returns [code]true[/code] if the host OS allows drawing."
@@ -52236,13 +53092,15 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Centers the window on the screen if in windowed mode."
-msgstr ""
+msgstr "Centre la fenêtre à l'écran si en mode fenêtre."
#: doc/classes/OS.xml
msgid ""
"Shuts down system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Ferme le système de pilote MIDI.\n"
+"[b]Note :[/b] Cette méthode est implémenté sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -52252,6 +53110,12 @@ msgid ""
"order of preference) [method @GDScript.assert], [method @GDScript."
"push_error] or [method alert]. See also [method kill]."
msgstr ""
+"Fait planter le moteur (ou l'éditeur si appelé dans un script avec "
+"[code]tool[/code]). Ceci ne devrait être [i]seulement[/i] utilisé pour "
+"tester le gestionnaire de plantage du système, et non pour toute autre "
+"raison. Pour la déclaration d'erreur générale, utilisez (dans l'ordre des "
+"préférences) : [method @GDScript.assert], [method @GDScript.push_error] ou "
+"[method alert]. Voir aussi [method kill]."
#: doc/classes/OS.xml
msgid ""
@@ -52396,7 +53260,7 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Returns the scancode of the given string (e.g. \"Escape\")."
-msgstr ""
+msgstr "Retourne le scancode de la chaîne donnée (par exemple \"Escape\")."
#: doc/classes/OS.xml
msgid "Returns the total number of available audio drivers."
@@ -52404,16 +53268,16 @@ msgstr "Retourne le nombre total de périphériques audio."
#: doc/classes/OS.xml
msgid "Returns the audio driver name for the given index."
-msgstr ""
+msgstr "Retourne le nom du pilote audio à l'index donné."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -52447,11 +53311,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -52463,21 +53327,27 @@ msgid ""
"previously been initialised with [method open_midi_inputs].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne un tableau de noms de périphériques MIDI.\n"
+"Le tableau retourné sera vide si le pilote MIDI n'a pas déjà été initialisé "
+"avec [method open_midi_inputs].\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
"Returns the currently used video driver, using one of the values from [enum "
"VideoDriver]."
msgstr ""
+"Retourne le pilote vidéo actuellement utilisé, en utilisant une des valeurs "
+"de [enum VideoDriver]."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -52543,6 +53413,9 @@ msgid ""
"been granted to the Android application.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
+"Avec cette fonction, vous pouvez obtenir la liste des autorisations "
+"dangereuses qui ont été accordées à cette application Android.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Android."
#: doc/classes/OS.xml
msgid ""
@@ -52552,6 +53425,11 @@ msgid ""
"notify it of changes to the IME cursor position.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Retourne la position de curseur IME (la partie actuellement éditée de la "
+"chaîne) par rapport aux caractères de la chaîne de composition.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] est envoyé à l'application "
+"pour l'informer des modifications apportées à la position du curseur IME.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur macOS."
#: doc/classes/OS.xml
msgid ""
@@ -52560,6 +53438,10 @@ msgid ""
"notify it of changes to the IME composition string.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Retourne la chaîne de composition intermédiaire IME.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] est envoyé à l'application "
+"pour l'informer des modifications apportées à la chaîne de composition IME.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur macOS."
#: doc/classes/OS.xml
msgid ""
@@ -52607,6 +53489,10 @@ msgid ""
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
+"Retourne l'identifiant du fil d'exécution principal. Voir [method "
+"get_thread_caller_id].\n"
+"[b]Note :[/b] Les identifiants des Thread ne sont pas déterministes mais "
+"peuvent parfois être réutilisés même après des redémarrages de l'application."
#: doc/classes/OS.xml
msgid ""
@@ -52614,6 +53500,9 @@ msgid ""
"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
+"Retourne le nom du modèle de l'appareil actuel.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Android et iOS. Retourne "
+"[code]\"GénériqueDevice\"[/code] sur les plateformes non supportées."
#: doc/classes/OS.xml
msgid ""
@@ -52633,6 +53522,10 @@ msgid ""
"[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
"soon be supported)."
msgstr ""
+"Retourne les pointeurs de structure internes pour une utilisation dans les "
+"greffons GDNative.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux et Windows (d'autres "
+"OS seront bientôt pris en charge)."
#: doc/classes/OS.xml
msgid ""
@@ -52640,6 +53533,9 @@ msgid ""
"[code]-1[/code] if power state is unknown.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne la quantité de batterie restante dans l'appareil en pourcentage. "
+"Retourne [code]-1[/code] si l'état de la batterie est inconnu.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -52647,6 +53543,10 @@ msgid ""
"of battery. Returns [code]-1[/code] if power state is unknown.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne une estimation du temps restant en secondes avant que l'appareil "
+"n'ait plus de batterie. Retourne [code]-1[/code] si l'état de la batterie "
+"est inconnu.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -52664,6 +53564,9 @@ msgid ""
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
+"Retourne l'identifiant du processus du projet.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Android, iOS, Linux, macOS "
+"et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -52671,6 +53574,9 @@ msgid ""
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
+"Retourne le nombre de cœurs [i]logiques[/i] du CPU disponibles sur la "
+"machine hôte. Sur les processeurs avec le mode HyperThreading activé, ce "
+"nombre sera supérieur au nombre de cœurs [i]physiques[/i] du CPU."
#: doc/classes/OS.xml
msgid ""
@@ -52680,6 +53586,11 @@ msgid ""
"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
+"Retourne le nom du modèle CPU sur la machine hôte (par exemple \"Intel(R) "
+"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
+"[b]Note :[/b] Cette méthode n'est implémentée que sur Windows, MacOS, Linux "
+"et iOS. Sur Android, HTML5 et UWP, [method get_processor_name] renvoie une "
+"chaîne vide."
#: doc/classes/OS.xml
msgid "Returns the window size including decorations like window borders."
@@ -52694,6 +53605,10 @@ msgid ""
"See also [member InputEventKey.scancode] and [method InputEventKey."
"get_scancode_with_modifiers]."
msgstr ""
+"Retourne le scancode spécifié sous forme de chaîne (par exemple valeurs de "
+"retour : [code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
+"Voir aussi [member InputEventKey.scancode] et [method InputEventKey."
+"get_scancode_with_modifiers]."
#: doc/classes/OS.xml
msgid "Returns the number of displays attached to the host machine."
@@ -52745,6 +53660,11 @@ msgid ""
"other cases.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Retourner le plus grand facteur d'échelle de tous les écrans.\n"
+"[b]Note :[/b] Sur macOS la valeur retournée est [code]2.0[/code] s'il y a au "
+"moins un écran hiDPI (Retina) dans le système, et [code]1.0[/code] dans tous "
+"les autres cas.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur macOS."
#: doc/classes/OS.xml
msgid ""
@@ -52772,6 +53692,20 @@ msgid ""
" refresh_rate = 60.0\n"
"[/codeblock]"
msgstr ""
+"Retourne le taux de rafraîchissement actuel de l'écran spécifié. Si "
+"[code]screen[/code] est [code]-1[/code] (la valeur par défaut), l'écran "
+"actuel sera utilisé.\n"
+"[b]Note :[/b] Retourne [code]-1.0[/code] si Godot ne trouve pas le taux de "
+"rafraîchissement pour l'écran spécifié. Sur HTML5, [method "
+"get_screen_refresh_rate] retournera toujours [code]-1.0[/code] car il n'y a "
+"aucun moyen de récupérer le taux de rafraîchissement sur cette plate-forme.\n"
+"Pour utiliser un taux de rafraîchissement par défaut si la méthode échoue, "
+"essayez :\n"
+"[codeblock]\n"
+"var refresh_rate = OS.get_screen_refresh_rate()\n"
+"if refresh_rate < 0:\n"
+" refresh_rate = 60.0\n"
+"[/codeblock]"
#: doc/classes/OS.xml
msgid ""
@@ -52782,6 +53716,12 @@ msgid ""
"screen, and [code]1.0[/code] for all other cases.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Retourner le facteur d'échelle de l'écran spécifié à l'index. Si "
+"[code]screen[/code] est [code]-1[/code] (la valeur par défaut), l'écran "
+"actuel sera utilisé.\n"
+"[b]Note :[/b] Sur macOS la valeur retournée est [code]2.0[/code] pour les "
+"écrans hiDPI (Retina) et [code]1.0[/code] pour tous les autres écrans.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous macOS."
#: doc/classes/OS.xml
msgid ""
@@ -52810,6 +53750,8 @@ msgid ""
"Returns the amount of static memory being used by the program in bytes (only "
"works in debug)."
msgstr ""
+"Retourne la quantité de mémoire statique utilisée par le programme en octets "
+"(seulement pour les versions avec débogage)."
#: doc/classes/OS.xml
msgid ""
@@ -52821,6 +53763,14 @@ msgid ""
"differentiate between app specific and shared directories. Shared "
"directories have additional restrictions on Android."
msgstr ""
+"Retourne le chemin réel aux dossiers couramment utilisés sur différentes "
+"plateformes. Les emplacements disponibles sont spécifiés dans [enum "
+"SystemDir].\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Android, Linux, macOS et "
+"Windows.\n"
+"[b]Note :[/b] Le stockage partagé est implémenté sur Android et permet de "
+"différencier entre les applications spécifiques et les dossiers partagés. "
+"Les dossiers partagés ont des restrictions supplémentaires sur Android."
#: doc/classes/OS.xml
msgid "Returns the epoch time of the operating system in milliseconds."
@@ -52881,11 +53831,16 @@ msgid ""
"Deprecated, use [method Time.get_time_dict_from_system] instead.\n"
"Returns current time as a dictionary of keys: hour, minute, second."
msgstr ""
+"Obsolète, utilisez plutôt [method Time.get_time_dict_from_system].\n"
+"Retourne l'heure actuelle dans un dictionnaire avec les clés : \"hour\", "
+"\"minute\", \"second\"."
#: doc/classes/OS.xml
msgid ""
"Returns the current time zone as a dictionary with the keys: bias and name."
msgstr ""
+"Retourne l'actuel fuseau horaire dans un dictionnaire avec les clés : biais "
+"et nom."
#: doc/classes/OS.xml
msgid ""
@@ -52899,6 +53854,17 @@ msgid ""
"[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't "
"implemented on those platforms yet."
msgstr ""
+"Retourne une chaîne de caractères unique à l'appareil.\n"
+"[b]Note :[/b] Cette chaîne peut changer sans préavis si l'utilisateur "
+"réinstalle ou met à jour son système d'exploitation ou modifie son matériel. "
+"Cela signifie qu'il ne devrait généralement pas être utilisé pour chiffrer "
+"les données persistantes car des données enregistrées avant ce changement "
+"d'identifiant deviendront inaccessibles. La chaîne retournée peut également "
+"être modifiée manuellement en utilisant des programmes externes, donc ne pas "
+"compter sur la chaîne retournée par [method get_unique_id] pour la "
+"sécurisation.\n"
+"[b]Note :[/b] Retourne une chaîne vide sur HTML5 et UWP, car cette méthode "
+"n'est pas encore implémentée sur ces plateformes."
#: doc/classes/OS.xml
msgid ""
@@ -52908,7 +53874,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -52948,6 +53916,8 @@ msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of video drivers supported on the current platform."
msgstr ""
+"Retourne le nombre de pilotes vidéo pris en charge sur la plateforme "
+"actuelle."
#: doc/classes/OS.xml
msgid ""
@@ -52955,18 +53925,25 @@ msgid ""
"index. This index is a value from [enum VideoDriver], and you can use "
"[method get_current_video_driver] to get the current backend's index."
msgstr ""
+"Retourne le nom du pilote vidéo correspondant à l'index [code]driver[/code] "
+"donné. Cet index est une valeur de [enum VideoDriver], et vous pouvez "
+"utiliser [method get_current_video_driver] pour obtenir l'index du backend."
#: doc/classes/OS.xml
msgid ""
"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
"keyboard or if it is currently hidden."
msgstr ""
+"Retourne la hauteur du clavier virtuel à l'écran en pixels. Retourne 0 s'il "
+"n'y a pas de clavier ou s'il est actuellement caché."
#: doc/classes/OS.xml
msgid ""
"Returns unobscured area of the window where interactive controls should be "
"rendered."
msgstr ""
+"Retourne la zone sûre de la fenêtre où les contrôles interactifs doivent "
+"être placés."
#: doc/classes/OS.xml
msgid ""
@@ -52974,18 +53951,26 @@ msgid ""
"item to the macOS dock icon menu.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Ajoute un nouvel élément avec le texte \"label\" au menu global. Utilisez le "
+"menu \"_dock\" pour ajouter l'élément au menu du dock sous macOS.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur macOS."
#: doc/classes/OS.xml
msgid ""
"Add a separator between items. Separators also occupy an index.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Ajoute un séparateur entre les éléments. Les séparateurs occupent également "
+"un index.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur macOS."
#: doc/classes/OS.xml
msgid ""
"Clear the global menu, in effect removing all items.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Efface le menu global, en supprimant tous les éléments.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur macOS."
#: doc/classes/OS.xml
msgid ""
@@ -52993,6 +53978,9 @@ msgid ""
"indexes of items after the removed item are going to be shifted by one.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
+"Retire l'élément à l'index \"idx\" du menu global. Notez que les index des "
+"éléments après l'élément supprimé seront déplacés de un.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur macOS."
#: doc/classes/OS.xml
msgid "Returns [code]true[/code] if there is content on the clipboard."
@@ -53005,6 +53993,11 @@ msgid ""
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
+"Retourne [code]true[/code] si la variable d'environnement avec le nom "
+"[code]variable[/code] existe.\n"
+"[b]Note :[/b] Vérifiez à deux fois la casse de [code]variable[/code]. Les "
+"noms variables d'environnement sont sensibles à la casse sur toutes les "
+"plateformes sauf Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53069,6 +54062,8 @@ msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
+"Retourne [code]true[/code] si le code d'entrée correspond à un caractère "
+"Unicode."
#: doc/classes/OS.xml
msgid ""
@@ -53084,6 +54079,10 @@ msgid ""
"that its state is the same after a player quits and starts the game again. "
"Relevant to the HTML5 platform, where this persistence may be unavailable."
msgstr ""
+"Si [code]true[/code], le système de fichiers dans [code]user://[/code] est "
+"persistant, que son état est le même après qu'un joueur quitte et relance le "
+"jeu. Pertinent pour la plate-forme HTML5, où cette persistance peut être "
+"indisponible."
#: doc/classes/OS.xml
msgid ""
@@ -53099,12 +54098,17 @@ msgid ""
"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
"will always return [code]true[/code]."
msgstr ""
+"Retourne [code]true[/code] si la fenêtre a actuellement le focus.\n"
+"[b]Note :[/b] Seulement implémenté sur les ordinateur de bureau. Sur "
+"d'autres plateformes, il retournera toujours [code]true[/code]."
#: doc/classes/OS.xml
msgid ""
"Returns active keyboard layout index.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne l'index de la disposition du clavier actif.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53120,6 +54124,9 @@ msgid ""
"[code]index[/code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne le code de langue ISO-639/BCP-47 de la disposition du clavier à la "
+"position [code]index[/code].\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53127,6 +54134,9 @@ msgid ""
"code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Retourne le nom localisé de la disposition du clavier à la position "
+"[code]index[/code].\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53134,12 +54144,17 @@ msgid ""
"keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Convertit un [code]scancode[/code] physique (US QWERTY) en un dans la "
+"disposition du clavier actif.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
"Sets active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Définit la disposition active du clavier.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53151,6 +54166,13 @@ msgid ""
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
+"Tue (termine) le processus à partir de l'identifiant spécifié ([code]pid[/"
+"code]), c'est-à-dire par celui retourné par [method execute] en mode non-"
+"blocant. Voir aussi [method crash].\n"
+"[b]Note :[/b] Cette méthode peut également être utilisée pour tuer des "
+"processus qui n'ont pas été créés par le jeu.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Android, iOS, Linux, macOS "
+"et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53166,18 +54188,34 @@ msgid ""
"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
"[/codeblock]"
msgstr ""
+"Déplace le fichier ou le dossier dans la corbeille du système. Voir aussi "
+"[method Directory.remove].\n"
+"La méthode ne prend que des chemins globaux, donc vous pouvez avoir besoin "
+"d'utiliser [method ProjectSettings.globalize_path]. Ne l'utilisez pas pour "
+"les fichiers dans [code]res://[/code] car ça ne fonctionnera pas dans le "
+"projet exporté.\n"
+"[b]Note :[/b] Si l'utilisateur a désactivé la corbeille sur son système, le "
+"fichier sera définitivement supprimé.\n"
+"[codeblock]\n"
+"var file_to_remove = \"user://slot1.sav\"\n"
+"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
+"[/codeblock]"
#: doc/classes/OS.xml
msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Déplace la fenêtre vers l'avant.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if native video is playing.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
+"Retourne [code]true[/code] si la vidéo native joue.\n"
+"[b]Note :[/b] Cette méthode n'est implémenté que sur iOS."
#: doc/classes/OS.xml
msgid ""
@@ -53193,6 +54231,9 @@ msgid ""
"audio and subtitle tracks.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
+"Joue la vidéo native depuis le chemin spécifié, au volume donné et avec des "
+"pistes audio et sous-titres.\n"
+"[b]Note :[/b] Cette méthode n'est implémenté que sur iOS."
#: doc/classes/OS.xml
msgid ""
@@ -53215,12 +54256,17 @@ msgid ""
"Initialises the singleton for the system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Initialise le singleton pour le système de pilote MIDI.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
"Shows all resources in the game. Optionally, the list can be written to a "
"file by specifying a file path in [code]tofile[/code]."
msgstr ""
+"Affiche toutes les ressources dans le jeu. En option, la liste peut être "
+"écrite à un fichier en spécifiant un chemin de fichier dans [code]tofile[/"
+"code]."
#: doc/classes/OS.xml
msgid "Shows the list of loaded textures sorted by size in memory."
@@ -53241,12 +54287,19 @@ msgid ""
"Windows or bounce the dock icon on OSX.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Demandez l'attention de l'utilisateur sur cette fenêtre. Ça fait clignoter "
+"le bouton de la barre de tâches sur Windows ou fait rebondir l'icône du dock "
+"sur macOS.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
"to request permission for [code]RECORD_AUDIO[/code] on Android."
msgstr ""
+"Pour le moment cette fonction est uniquement utilisée par "
+"[code]AudioDriverOpenSL[/code] pour demande la permission "
+"[code]RECORD_AUDIO[/code] sur Android."
#: doc/classes/OS.xml
msgid ""
@@ -53255,6 +54308,10 @@ msgid ""
"applications.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
+"Avec cette fonction, vous pouvez demander des permissions dangereuses "
+"puisque les autorisations normales sont automatiquement accordées à "
+"l'installation dans les applications Android.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Android."
#: doc/classes/OS.xml
msgid ""
@@ -53274,6 +54331,12 @@ msgid ""
"dialog. Image is scaled as needed.\n"
"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
msgstr ""
+"Définit l'icône du jeu en utilisant une ressource [Image].\n"
+"La même image est utilisée pour l'icône de la fenêtre, la barre de tâches ou "
+"du dock et le dialogue de sélection de la fenêtre. L'image est "
+"redimensionnée au besoin.\n"
+"[b]Note :[/b] Cette méthode est implémentée sur HTML5, Linux, macOS et "
+"Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53291,6 +54354,9 @@ msgid ""
"Sets position of IME suggestion list popup (in window coordinates).\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
+"Définit la position de la fenêtre surgissante avec la liste de suggestions "
+"IME (dans les coordonnées de la fenêtre).\n"
+"[b]Note :[/b] Cette méthode est implémentée sur Linux, macOS et Windows."
#: doc/classes/OS.xml
msgid ""
@@ -53460,12 +54526,18 @@ msgid ""
"If [code]true[/code], the engine optimizes for low processor usage by only "
"refreshing the screen if needed. Can improve battery consumption on mobile."
msgstr ""
+"Si [code]true[/code], le moteur réduit la consommation du processeur en "
+"rafraîchissant l'écran uniquement quand nécessaire. Peut améliorer la durée "
+"de batterie sur mobile."
#: doc/classes/OS.xml
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
+"La quantité d'inactivité entre les trames lorsque le mode de réduction du "
+"processeur est activé (en microsecondes). Des valeurs plus élevées "
+"limiteront l'utilisation du processeur."
#: doc/classes/OS.xml
msgid ""
@@ -53473,6 +54545,9 @@ msgid ""
"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
"reset to the system default value."
msgstr ""
+"La taille maximale de la fenêtre (sans compter les décorations du "
+"gestionnaire de fenêtre). N'affecte pas le mode plein écran. Réglez à [code]"
+"(0, 0)[/code] pour réinitialiser la valeur par défaut du système."
#: doc/classes/OS.xml
msgid ""
@@ -53513,6 +54588,9 @@ msgid ""
"[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] "
"disables per-pixel transparency."
msgstr ""
+"Si [code]true[/code], supprime le cadre autour de la fenêtre.\n"
+"[b]Note :[/b] Le réglage [code]window_borderless[/code] à [code]false[/code] "
+"désactivera la transparence par pixel."
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is fullscreen."
@@ -53545,6 +54623,8 @@ msgid ""
"The window position relative to the screen, the origin is the top left "
"corner, +Y axis goes to the bottom and +X axis goes to the right."
msgstr ""
+"La position de la fenêtre par rapport à l'écran, l'origine étant le coin "
+"supérieur gauche, l'axe +Y va vers le bas et l'axe +X va à droite."
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is resizable by the user."
@@ -53560,12 +54640,16 @@ msgid ""
"The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL "
"2.1 on desktop platforms and WebGL 1.0 on the web."
msgstr ""
+"Le backend de rendu GLES2. Cela utilise OpenGL ES 2.0 sur les appareils "
+"mobiles, OpenGL 2.1 sur les plateformes de bureau et WebGL 1.0 sur le web."
#: doc/classes/OS.xml
msgid ""
"The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL "
"3.3 on desktop platforms and WebGL 2.0 on the web."
msgstr ""
+"Le backend de rendu GLES3. Cela utilise OpenGL ES 3.0 sur les appareils "
+"mobiles, OpenGL 3.3 sur les plateformes de bureau et WebGL 2.0 sur le web."
#: doc/classes/OS.xml
msgid "Sunday."
@@ -53651,6 +54735,11 @@ msgid ""
"implemented)\n"
"- Android: [code]JNIEnv*[/code] of the application (not yet implemented)"
msgstr ""
+"Les points de départ de l'application :\n"
+"- Windows : [code]HINSTANCE[/code] de l'application\n"
+"- MacOS : [code]NSApplication*[/code] de l'application (non encore "
+"implémenté)\n"
+"- Android : [code]JNIEnv*[/code] de l'application (pas encore implémenté)"
#: doc/classes/OS.xml
msgid ""
@@ -53788,7 +54877,7 @@ msgstr "Version de référence de [PackedDataContainer]."
#: doc/classes/PackedScene.xml
msgid "An abstraction of a serialized scene."
-msgstr ""
+msgstr "Une abstraction d'une scène sérialisée."
#: doc/classes/PackedScene.xml
msgid ""
@@ -53899,6 +54988,9 @@ msgid ""
"instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
"notification on the root node."
msgstr ""
+"Instancie l'arborescence de la scène. Déclenche l'instanciation des enfants "
+"de la scène. Déclenche une notification [constant Node."
+"NOTIFICATION_INSTANCED] sur le nœud racine."
#: doc/classes/PackedScene.xml
msgid ""
@@ -53918,6 +55010,8 @@ msgstr ""
#: doc/classes/PackedScene.xml
msgid "If passed to [method instance], blocks edits to the scene state."
msgstr ""
+"S'il est passé à [method instance], bloque les modifications de l'état de la "
+"scène."
#: doc/classes/PackedScene.xml
msgid ""
@@ -53925,6 +55019,9 @@ msgid ""
"scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+"S'il est passé à [method instance], fournit des ressources de scène locale à "
+"la scène locale.\n"
+"[b]Note :[/b] Seulement disponible dans les éditeurs."
#: doc/classes/PackedScene.xml
msgid ""
@@ -53932,6 +55029,10 @@ msgid ""
"scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+"S'il est passé à [method instance], fournit des ressources de scène locale à "
+"la scène locale. Seule la scène principale devrait recevoir l'état principal "
+"d'édition.\n"
+"[b]Note :[/b] Seulement disponible dans les éditeurs."
#: doc/classes/PackedScene.xml
msgid ""
@@ -53939,6 +55040,9 @@ msgid ""
"scene is being instantiated to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
+"C'est similaire à [constant GEN_EDIT_STATE_MAIN], mais pour le cas où la "
+"scène est instanciée pour être la base d'une autre.\n"
+"[b]Note :[/b] Seulement disponible dans les éditeurs."
#: modules/gltf/doc_classes/PackedSceneGLTF.xml
msgid ""
@@ -53947,6 +55051,10 @@ msgid ""
"to [PackedSceneGLTF] within a script will cause an error in an exported "
"project."
msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que dans les éditeurs. Le "
+"chargement et l'enregistrement de glTF n'est [i]pas[/i] disponible dans les "
+"projets exportés. Les références à [PackedSceneGLTF] dans un script "
+"causeront une erreur dans les projets exportés."
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
@@ -54076,6 +55184,9 @@ msgid ""
"Poll the connection to check for incoming packets. Call this frequently to "
"update the status and keep the connection working."
msgstr ""
+"Sondez la connexion pour vérifier les paquets entrants. Appelez cela "
+"fréquemment pour mettre à jour le statut et garder la connexion "
+"fonctionnelle."
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
@@ -54086,6 +55197,8 @@ msgid ""
"A status representing a [PacketPeerDTLS] that is currently performing the "
"handshake with a remote peer."
msgstr ""
+"Un statut représentant un [PacketPeerDTLS] qui effectue actuellement la "
+"poignée de main avec un pair distant."
#: doc/classes/PacketPeerDTLS.xml
msgid ""
@@ -54104,6 +55217,8 @@ msgid ""
"An error status that shows a mismatch in the DTLS certificate domain "
"presented by the host and the domain requested for validation."
msgstr ""
+"Un statut d'erreur qui montre une erreur dans le domaine de certificat DTLS "
+"présenté par l'hôte et le domaine demandé pour validation."
#: doc/classes/PacketPeerStream.xml
msgid "Wrapper to use a PacketPeer over a StreamPeer."
@@ -54129,10 +55244,12 @@ msgstr "Homologue de paquet UDP."
msgid ""
"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
msgstr ""
+"Un pair de paquet UDP. Peut être utilisé pour envoyer des paquets UDP bruts "
+"mais aussi des [Variant]."
#: doc/classes/PacketPeerUDP.xml
msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
-msgstr ""
+msgstr "Ferme la prise UDP [PacketPeerUDP] qui est actuellement à l'écoute."
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -54155,18 +55272,24 @@ msgid ""
"Returns the IP of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
+"Retourne l'IP du pair distant qui a envoyé le dernier paquet (qui a été reçu "
+"avec [method PacketPeer.get_packet] ou [method PacketPeer.get_var])."
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns the port of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
+"Retourne le port du pair distant qui a envoyé le dernier paquet (qui a été "
+"reçu avec [method PacketPeer.get_packet] ou [method PacketPeer.get_var])."
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected "
"to a remote address. See [method connect_to_host]."
msgstr ""
+"Retourne [code]true[/code] si le socket UDP est ouverte et a été connectée à "
+"une adresse distante. Voir [method connect_to_host]."
#: doc/classes/PacketPeerUDP.xml
msgid "Returns whether this [PacketPeerUDP] is listening."
@@ -54181,12 +55304,21 @@ msgid ""
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
msgstr ""
+"Joins le groupe multicast spécifié par [code]multicast_address[/code] en "
+"utilisant l'interface identifiée par [code]interface_name[/code].\n"
+"Vous pouvez rejoindre le même groupe multicast avec plusieurs interfaces. "
+"Utilisez [method IP.get_local_interfaces] pour savoir lesquelles sont "
+"disponibles.\n"
+"[b]Note :[/b] Certains appareils Android pourraient nécessiter la permission "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] pour faire fonctionner le multicast."
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Removes the interface identified by [code]interface_name[/code] from the "
"multicast group specified by [code]multicast_address[/code]."
msgstr ""
+"Supprime l'interface identifiée par [code]interface_name[/code] du groupe "
+"multicast spécifié par [code]multicast_address[/code]."
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -54202,6 +55334,18 @@ msgid ""
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
+"Fait que ce [PacketPeerUDP] écoute le [code]port[/code] connecté à "
+"[code]bind_address[/code] avec une taille de mémoire tampon de "
+"[code]recv_buf_size[/code].\n"
+"Si [code]bind_address[/code] est défini à [code]\"*\"[/code] (par défaut), "
+"le pair écoutera toutes les adresses disponibles (IPv4 et IPv6.)\n"
+"Si [code]bind_address[/code] est défini à [code]\"0.0.0.0\"[/code] (pour "
+"IPv4) ou [code]\"::\"[/code] (pour IPv6), le pair écoutera toutes les "
+"adresses disponibles correspondant à ce type d'IP.\n"
+"Si [code]bind_address[/code] est défini à toute adresse valide (par exemple "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), le pair "
+"n'écoutera que l'interface avec ces adresses (ou échouera si aucune "
+"interface avec l'adresse donnée n'existe)."
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -54212,6 +55356,12 @@ msgid ""
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
"enabled to receive broadcast packets too."
msgstr ""
+"Active ou désactive l'envoi de paquets de diffusion (par exemple "
+"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. Cette option est "
+"désactivée par défaut.\n"
+"[b]Note :[/b] Certains appareils Android peuvent nécessiter la permission "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] et cette option pour être activée "
+"pour recevoir aussi des paquets de diffusion."
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -54220,6 +55370,11 @@ msgid ""
"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
msgstr ""
+"Définit l'adresse de destination et le port pour envoyer des paquets et des "
+"variables. Un nom d'hôte sera résolu en utilisant le DNS si nécessaire.\n"
+"[b]Note :[/b] [method set_broadcast_enabled] doit être activé avant "
+"d'envoyer des paquets à une adresse de diffusion (par exemple "
+"[code]255.255.255[/code])."
#: doc/classes/PacketPeerUDP.xml
msgid ""
@@ -54264,6 +55419,8 @@ msgid ""
"Panel is a [Control] that displays an opaque background. It's commonly used "
"as a parent and container for other types of [Control] nodes."
msgstr ""
+"Le panneau est un [Control] qui affiche un fond opaque. Il est couramment "
+"utilisé comme parent et conteneur pour d'autres types de nœuds [Control]."
#: doc/classes/Panel.xml
msgid "2D Finite State Machine Demo"
@@ -54286,6 +55443,9 @@ msgid ""
"Panel container type. This container fits controls inside of the delimited "
"area of a stylebox. It's useful for giving controls an outline."
msgstr ""
+"Le type de conteneur. Ce conteneur s'adapte aux contrôles à l'intérieur de "
+"la zone délimitée d'une boîte de style. C'est utile pour donner un contour "
+"aux contrôles."
#: doc/classes/PanelContainer.xml
msgid "The style of [PanelContainer]'s background."
@@ -54549,6 +55709,17 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "Démo 2D isométrique"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
"Retourne un rectangle contenant la position de toutes les particules "
@@ -56030,7 +57201,6 @@ msgid "Returns the value of a damped spring joint parameter."
msgstr ""
#: doc/classes/Physics2DServer.xml
-#, fuzzy
msgid ""
"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
"list of available parameters."
@@ -56402,12 +57572,10 @@ msgid "Constant to set/get whether the body can sleep."
msgstr "La constante pour définir/obtenir si le corps peut être au repos."
#: doc/classes/Physics2DServer.xml
-#, fuzzy
msgid "Constant to create pin joints."
msgstr "Constante pour créer des joints d’épingle."
#: doc/classes/Physics2DServer.xml
-#, fuzzy
msgid "Constant to create groove joints."
msgstr "Constante pour créer des joints de rainure."
@@ -57373,7 +58541,6 @@ msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
msgstr "Si [code]true[/code], le requête prendra les [PhysicsBody] en compte."
#: doc/classes/PinJoint.xml
-#, fuzzy
msgid "Pin joint for 3D PhysicsBodies."
msgstr "Joint d’épingle pour les formes 3D."
@@ -57402,7 +58569,6 @@ msgid ""
msgstr ""
#: doc/classes/PinJoint2D.xml
-#, fuzzy
msgid "Pin Joint for 2D shapes."
msgstr "Joint d’épingle pour les formes 2D."
@@ -58810,8 +59976,13 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+#, fuzzy
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
+"Retourne la position de l’élément qui a actuellement le focus. Ou retourne "
+"[code]-1[/code] si aucun n'a le focus."
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
@@ -59067,7 +60238,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -59605,8 +60778,8 @@ msgid ""
"Returns the specified property's initial value. Returns [code]null[/code] if "
"the property does not exist."
msgstr ""
-"Retourne la valeur initiale de la propriété spécifiée. Retourne "
-"[code]null[/code] si la propriété n'existe pas."
+"Retourne la valeur initiale de la propriété spécifiée. Retourne [code]null[/"
+"code] si la propriété n'existe pas."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59731,9 +60904,9 @@ msgid ""
"nearest-neighbor interpolation (recommended for pixel art)."
msgstr ""
"Si [code]true[/code], applique le filtrage linéaire pour l'étirement de "
-"l'image (recommandé pour les images à haute résolution.) Si "
-"[code]false[/code], utilise l'interpolation la plus proche (recommandée pour "
-"le pixel-art)."
+"l'image (recommandé pour les images à haute résolution.) Si [code]false[/"
+"code], utilise l'interpolation la plus proche (recommandée pour le pixel-"
+"art)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59748,9 +60921,9 @@ msgid ""
"for this to take effect."
msgstr ""
"Ce dossier utilisateur est utilisé pour stocker des données persistantes (le "
-"système de fichiers [code]user://[/code]). Si laissé vide, "
-"[code]user://[/code] va pointer vers un dossier spécifique au projet suivant "
-"la configuration de Godot (voir [method OS.get_user_data_dir]). Si un nom de "
+"système de fichiers [code]user://[/code]). Si laissé vide, [code]user://[/"
+"code] va pointer vers un dossier spécifique au projet suivant la "
+"configuration de Godot (voir [method OS.get_user_data_dir]). Si un nom de "
"dossier personnalisé est défini, ce nom sera utilisé à la place, puis ajouté "
"au dossier de données utilisateur spécifique au système (le même dossier "
"parent que celui configuration Godot documenté dans [method OS."
@@ -59830,9 +61003,9 @@ msgid ""
"default can impact compatibility with some external tools or plugins which "
"expect the default [code].import[/code] folder."
msgstr ""
-"Si [code]true[/code], le projet utilisera un dossier caché ([code]."
-"import[/code]) pour stocker des données spécifiques au projet (métadonnées, "
-"cache des shaders, etc.)\n"
+"Si [code]true[/code], le projet utilisera un dossier caché ([code].import[/"
+"code]) pour stocker des données spécifiques au projet (métadonnées, cache "
+"des shaders, etc.)\n"
"Si [code]false[/code], un dossier non caché ([code]import[/code]) sera "
"utilisé à la place.\n"
"[b]Note :[/b] Vous devez redémarrer l'application après avoir modifié ce "
@@ -59961,7 +61134,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -61807,9 +62984,9 @@ msgid ""
"Desktop override for [member logging/file_logging/enable_file_logging], as "
"log files are not readily accessible on mobile/Web platforms."
msgstr ""
-"Le surcharge du bureau pour [member logging/file_logging/enable_file_logging]"
-", car les fichiers de journaux ne sont pas facilement accessibles sur les "
-"plateformes mobiles et web."
+"Le surcharge du bureau pour [member logging/file_logging/"
+"enable_file_logging], car les fichiers de journaux ne sont pas facilement "
+"accessibles sur les plateformes mobiles et web."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61857,42 +63034,57 @@ msgid ""
"map_set_cell_height].\n"
"[b]Note:[/b] Currently not implemented."
msgstr ""
+"La hauteur de la cellule par défaut pour les cartes de navigation 2D. Voir "
+"[method Navigation2DServer.map_set_cell_height]\n"
+"[b]Note :[/b] N'est pas actuellement implémenté."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell size for 2D navigation maps. See [method Navigation2DServer."
"map_set_cell_size]."
msgstr ""
+"La taille par défaut pour les cartes de navigation 2D. Voir [method "
+"Navigation2DServer.map_set_cell_size]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default edge connection margin for 2D navigation maps. See [method "
"Navigation2DServer.map_set_edge_connection_margin]."
msgstr ""
+"La marge par défaut de connexion des bordures pour les cartes de navigation "
+"2D. Voir [method Navigation2DServer.map_set_edge_connection_margin]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell height for 3D navigation maps. See [method NavigationServer."
"map_set_cell_height]."
msgstr ""
+"La hauteur par défaut pour les cartes de navigation 3D. Voir [method "
+"NavigationServer.map_set_cell_height]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell size for 3D navigation maps. See [method NavigationServer."
"map_set_cell_size]."
msgstr ""
+"La taille par défaut pour les cartes de navigation 3D. Voir [method "
+"NavigationServer.map_set_cell_size]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default edge connection margin for 3D navigation maps. See [method "
"NavigationServer.map_set_edge_connection_margin]."
msgstr ""
+"La marge par défaut de connexion des bodures pour les cartes de navigation "
+"3D. Voir [method NavigationServer.map_set_edge_connection_margin]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Default map up vector for 3D navigation maps. See [method NavigationServer."
"map_set_up]."
msgstr ""
+"La carte par défaut du vecteur vers haut pour cartes de navigation 3D. Voir "
+"[method NavigationServer.map_set_up]."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61900,6 +63092,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"La quantité maximale de caractères autorisés à envoyer sur la sortie du "
+"débogueur. Une fois cette valeur dépassée, le nouveau contenu est ignoré. "
+"Cela aide à ne pas bloquer la connexion du déboguer."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61907,6 +63102,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"Le nombre maximum d'erreurs autorisées à être envoyées à la sortie du "
+"débogueur. Une fois cette valeur dépassée, le nouveau contenu est ignoré. "
+"Cela aide à ne pas bloquer la connexion du déboguer."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61914,6 +63112,9 @@ msgid ""
"this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"La quantité maximale de messages autorisés à être envoyés à la sortie du "
+"débogueur. Une fois cette valeur dépassée, le nouveau contenu est ignoré. "
+"Cela aide à ne pas bloquer la connexion du déboguer."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61921,6 +63122,9 @@ msgid ""
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
+"Le nombre maximal d'avertissements autorisés à être envoyés à la sortie du "
+"débogueur. Une fois cette valeur dépassée, le nouveau contenu est ignoré. "
+"Cela aide à ne pas bloquer la connexion du déboguer."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61928,6 +63132,10 @@ msgid ""
"specified as a power of two). The default value [code]16[/code] is equal to "
"65,536 bytes. Over this size, data is dropped."
msgstr ""
+"La taille par défaut du flux par paire de paquets pour décoder les données "
+"Godot (en octets, spécifié par une puissance de deux). La valeur par défaut "
+"[code]16[/code] est égale à 65 536 octets. Une fois cette valeur dépassée, "
+"le nouveau contenu est ignoré."
#: doc/classes/ProjectSettings.xml
msgid "Timeout (in seconds) for connection attempts using TCP."
@@ -61937,6 +63145,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
msgstr ""
+"La taille maximale (en kiB) de la mémoire du tampon d'entrée du "
+"[WebRTCDataChannel]."
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
@@ -61985,6 +63195,9 @@ msgid ""
"Amount of read ahead used by remote filesystem. Higher values decrease the "
"effects of latency at the cost of higher bandwidth usage."
msgstr ""
+"La quantité de lecture en avance utilisée par le système de fichiers "
+"distants. Des valeurs plus élevées diminuent les effets de latence mais "
+"augmentent la bande passante."
#: doc/classes/ProjectSettings.xml
msgid "Page size used by remote filesystem (in bytes)."
@@ -61999,18 +63212,28 @@ msgid ""
"bundle will be used.\n"
"If in doubt, leave this setting empty."
msgstr ""
+"Le pack de certificats CA à utiliser pour les connexions SSL. Si cela est "
+"défini à une valeur non vide, cela [i]écrasera[/i] les certificats par "
+"défaut de Godot venant du [url=https://github.com/godotengine/godot/blob/"
+"master/third/certs/ca-certificates.crt]Pack de certificats de Mozilla[/ur]. "
+"Si laissé vide, ce paquet de certificat par défaut sera utilisé.\n"
+"En cas de doute, laissez ce réglage vide."
#: doc/classes/ProjectSettings.xml
msgid ""
"When creating node names automatically, set the type of casing in this "
"project. This is mostly an editor setting."
msgstr ""
+"Lorsque vous créez des noms de nœuds automatiquement, définissez le type de "
+"casse dans ce projet. C'est surtout un réglage de l'éditeur."
#: doc/classes/ProjectSettings.xml
msgid ""
"What to use to separate node name from number. This is mostly an editor "
"setting."
msgstr ""
+"Que faire pour séparer le nom de nœud du numéro. C'est surtout un réglage de "
+"l'éditeur."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62066,6 +63289,14 @@ msgid ""
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
msgstr ""
+"La force de gravité par défaut en 2D (en pixels par seconde au carré).\n"
+"[b]Note :[/b] Cette propriété est seulement lue au lancement du projet. Pour "
+"modifier la gravité par défaut à l'exécution, utilisez le code suivant :\n"
+"[codeblock]\n"
+"# Réglez la force de gravité par défaut à 98.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
+"/[codeblock]"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62078,6 +63309,14 @@ msgid ""
"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
"[/codeblock]"
msgstr ""
+"La direction de la gravité par défaut en 2D.\n"
+"[b]Note :[/b] Cette propriété est seulement lue au lancement du projet. Pour "
+"modifier la gravité par défaut à l'exécution, utilisez le code suivant :\n"
+"[codeblock]\n"
+"# Définir la direction de gravité par défaut à `Vector2(0, 1)`.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
+"/[codeblock]"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62139,18 +63378,25 @@ msgid ""
"Time (in seconds) of inactivity before which a 2D physics body will put to "
"sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
+"Le temps (en secondes) d'inactivité avant lequel un corps de physique 2D "
+"s'endormira. Voir [Constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables the use of bounding volume hierarchy instead of hash grid for 2D "
"physics spatial partitioning. This may give better performance."
msgstr ""
+"Permet l'utilisation de la hiérarchie de volume englobant au lieu de la "
+"grille de hachage pour le partitionnement spatial physique 2D. Cela peut "
+"donner des meilleures performances."
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets whether the 3D physics world will be created with support for "
"[SoftBody] physics. Only applies to the Bullet physics engine."
msgstr ""
+"Définit si le monde de physique 3D sera créé avec le support de la physique "
+"[SoftBody]. Seulement s'applique au moteur de physique Bullet."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62393,6 +63639,8 @@ msgid ""
"When batching is on, this regularly prints a frame diagnosis log. Note that "
"this will degrade performance."
msgstr ""
+"Lors de l'affichage en lots, cela affichera régulièrement un diagnostic des "
+"trames. À noter que cela dégrade les performances."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62440,10 +63688,12 @@ msgid ""
"Turns 2D batching on and off. Batching increases performance by reducing the "
"amount of graphics API drawcalls."
msgstr ""
+"Active ou désactive l'affichage 2D par lots. son activation augmente la "
+"performance en réduisant la quantité d'appels de dessins sur API."
#: doc/classes/ProjectSettings.xml
msgid "Switches on 2D batching within the editor."
-msgstr ""
+msgstr "Active l'affichage 2D par lots dans l'éditeur."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62451,6 +63701,10 @@ msgid ""
"batches, but there are diminishing returns for the memory used. This should "
"only have a minor effect on performance."
msgstr ""
+"La taille de la mémoire tampon réservé aux sommets par lots. Une plus grande "
+"taille permet des lots plus importants, mais le rapport avec la mémoire "
+"utilisée est plus faible. Cela ne devrait avoir qu'une petite influence sur "
+"les performances."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62460,6 +63714,12 @@ msgid ""
"code] above which vertices will be translated to colored format. A value of "
"0 will always use colored vertices, 1 will never use colored vertices."
msgstr ""
+"Inclure la couleur dans le format des sommets a un coût, cependant, ne pas "
+"l'inclure empêche le gestion par lots à travers les changements de couleur. "
+"Ce seuil détermine le rapport de [code]nombre de changements de couleur / "
+"nombre total de sommets[/code] à partir duquel les sommets auront un format "
+"avec la couleur. Une valeur de 0 utilisera toujours des sommets colorés, et "
+"1 n'en utilisera jamais."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62713,6 +63973,11 @@ msgid ""
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
+"Une surcharge pour [member rendering/gles3/shaders/shader_compilation_mode], "
+"de sorte que la compilation asynchrone peut être désactivée sur les plates-"
+"formes mobiles.\n"
+"Vous voudrez peut-être le faire puisque les GPU des mobiles ne supportent en "
+"général pas les ubershaders en raison de leur complexité."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62721,6 +63986,12 @@ msgid ""
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
+"Une surcharge pour [member rendering/gles3/shaders/shader_compilation_mode], "
+"de sorte que la compilation asynchrone peut être désactivée sur les "
+"plateformes web.\n"
+"Vous pouvez vouloir le faire puisque certains navigateurs (surtout sur les "
+"plates-formes mobiles) ne supportent en général pas les ubershaders en "
+"raison de leur complexité."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62751,8 +64022,8 @@ msgid ""
"Max buffer size for drawing immediate objects (ImmediateGeometry nodes). "
"Nodes using more than this size will not work."
msgstr ""
-"La capacity maximale de la mémoire tampon pour le dessin d'objets immédiats ("
-"les nœuds ImmediateGeometry). Les nœuds utilisant plus que cette taille ne "
+"La capacity maximale de la mémoire tampon pour le dessin d'objets immédiats "
+"(les nœuds ImmediateGeometry). Les nœuds utilisant plus que cette taille ne "
"fonctionneront pas."
#: doc/classes/ProjectSettings.xml
@@ -63009,8 +64280,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -63033,15 +64315,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -63092,6 +64381,9 @@ msgid ""
"Lower-end override for [member rendering/quality/lightmapping/"
"use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
msgstr ""
+"Une surcharge pour les appareils d'entrée de gamme, comme les appareils "
+"mobiles, pour [member rendering/quality/lightmapping/use_bicubic_sampling], "
+"afin de réduire l'utilisation de bande passante."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63099,12 +64391,18 @@ msgid ""
"higher visual quality, while a smaller size will be faster and take up less "
"memory."
msgstr ""
+"La taille des atlas utilisés par les sondes de réflexion. Une taille plus "
+"grande peut entraîner une qualité visuelle plus élevée, tandis qu'une taille "
+"plus petite sera plus rapide et prendre moins de mémoire."
#: doc/classes/ProjectSettings.xml
msgid ""
"Number of subdivisions to use for the reflection atlas. A higher number "
"lowers the quality of each atlas, but allows you to use more."
msgstr ""
+"Le nombre de sous-divisions à utiliser pour l'atlas de réflexion. Un nombre "
+"plus élevé réduit la qualité de chaque atlas, mais vous permet d'en utiliser "
+"plus."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63112,6 +64410,10 @@ msgid ""
"variants of reflection probes and panorama backgrounds (sky). Those blurred "
"variants are used by rough materials."
msgstr ""
+"Si [code]true[/code], utilise une grande quantité d'échantillons pour créer "
+"des variantes floues de sondes de réflexion et d'arrière-plans panoramiques "
+"(les ciels). Ces variantes floues sont utilisées par des matériaux avec "
+"rugosité."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63119,6 +64421,9 @@ msgid ""
"high_quality_ggx] on mobile devices, due to performance concerns or driver "
"support."
msgstr ""
+"Une surcharge pour les appareils d'entrée de gamme, comme les appareils "
+"mobiles, pour [member rendering/quality/reflections/high_quality_ggx], à "
+"cause des potentiels soucis liés aux performances ou aux pilotes."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63137,6 +64442,10 @@ msgid ""
"probes and panorama backgrounds (sky). This reduces jitter noise on "
"reflections, but costs more performance and memory."
msgstr ""
+"Si [code]true[/code], utilise des tableaux de texture au lieu de mipmaps "
+"pour les sondes de réflexion et les arrière-plans en panorama (ciel). Cela "
+"réduit les effets de bruit \"jitter\" sur les réflexions, mais à réduit les "
+"performances et augmente la mémoire utilisée."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63144,12 +64453,18 @@ msgid ""
"texture_array_reflections] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
+"Une surcharge pour les appareils d'entrée de gamme, comme les appareils "
+"mobiles, pour [member rendering/quality/reflections/"
+"texture_array_reflections], à cause des potentiels soucis liés aux "
+"performances ou aux pilotes."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
"blurred reflections instead of the GGX model."
msgstr ""
+"Si [code]true[/code], utilise le modèle Blinn plus rapide mais de moins "
+"bonne qualité pour générer des réflexions floues au lieu du modèle GGX."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63157,12 +64472,17 @@ msgid ""
"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
+"Une surcharge pour les appareils d'entrée de gamme, comme les appareils "
+"mobiles, pour [member rendering/quality/shading/force_blinn_over_ggx], à "
+"cause des potentiels soucis liés aux performances ou aux pilotes."
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material "
"lighting model instead of Burley."
msgstr ""
+"Si [code]true[/code], utilise le modèle d'éclairage de matériaux Lambert "
+"plus rapide mais de qualité inférieure au modèle Burley."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63170,6 +64490,9 @@ msgid ""
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
+"Une surcharge pour les appareils d'entrée de gamme, comme les appareils "
+"mobiles, pour [member rendering/quality/shading/force_lambert_over_burley], "
+"à cause des potentiels soucis liés aux performances ou aux pilotes."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63337,6 +64660,11 @@ msgid ""
"Try enabling this option if you see any visual anomalies in 3D (such as "
"incorrect object visibility)."
msgstr ""
+"Si [code]true[/code], une version sûre du BVH (\"Bounding Volume "
+"Hierarchy\") entre fils d'exécution sera utilisée dans le rendu et la "
+"physique de Godot.\n"
+"Essayez d'activer cette option si vous voyez des anomalies visuelles en 3D "
+"(comme un visibilité incorrecte pour un objet)."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -63463,9 +64791,9 @@ msgstr ""
"exemple :\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
-"tween.tween_property(self, \"position\", Vector2(200, 100), 1).from(Vector2("
-"100, 100) # Ça déplacera le nœud de la position (100, 100) jusqu'à (200, 100)"
-"\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100) # Ça déplacera le nœud de la position (100, 100) "
+"jusqu'à (200, 100)\n"
"/[codeblock]"
#: doc/classes/PropertyTweener.xml
@@ -63486,10 +64814,10 @@ msgstr ""
"départ. Ceci est pareil que [method from] avec la valeur actuelle. Ces deux "
"appels sont identiques :\n"
"[codeblock]\n"
-"tween.tween_property(self, \"position\", Vector2(200, 100), 1).from(position)"
-"\n"
-"tween.tween_property(self, \"position\", Vector2(200, 100), 1).from_current()"
-"\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
"/[codeblock]"
#: doc/classes/PropertyTweener.xml
@@ -63621,6 +64949,13 @@ msgid ""
"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
"[member dispatch_mode] is [constant MODE_PROXY]."
msgstr ""
+"Émis lorsque l'utilisateur appelle la méthode [method broadcast] et a défini "
+"[member dispatch_mode] à [constant MODE_SIGNAL].\n"
+"La méthode donnée et ses paramètres sont transmis aux objets qui sont "
+"connectés au signal de cet objet, ainsi qu'à tout nœud [ProximityGroup] où "
+"ce nœud est groupé avec.\n"
+"[b]Note :[/b] Ce signal n'est [i]pas[/i] émis par défaut, car le [member "
+"dispatch_mode] par défaut est [constant MODE_PROXY]."
#: doc/classes/ProximityGroup.xml
msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
@@ -63685,6 +65020,10 @@ msgid ""
"angles (in the YXZ convention: when decomposing, first Z, then X, and Y "
"last), given in the vector format as (X angle, Y angle, Z angle)."
msgstr ""
+"Construit un quaternion qui effectuera une rotation spécifiée par les angles "
+"d'Euler (suivant la convention YXZ : lors de la décomposition, d'abord Z, "
+"puis X, et enfin Y), donnée dans le format vectoriel comme (angle X, angle "
+"Y, angle Z)."
#: doc/classes/Quat.xml
msgid ""
@@ -63778,8 +65117,8 @@ msgid ""
"convention: when decomposing, first Z, then X, and Y last), given in the "
"vector format as (X angle, Y angle, Z angle)."
msgstr ""
-"Définit le quaternion avec une rotation spécifiée par les angles d'Euler ("
-"selon la convention YXZ : lors de la décomposition, d'abord Z, puis X, et "
+"Définit le quaternion avec une rotation spécifiée par les angles d'Euler "
+"(selon la convention YXZ : lors de la décomposition, d'abord Z, puis X, et "
"enfin Y), donnée dans le format vectoriel comme (angle X, angle Y, angle Z)."
#: doc/classes/Quat.xml
@@ -63789,8 +65128,8 @@ msgid ""
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
"Retourne le résultat de l'interpolation linéaire sphérique entre ce "
-"quaternion et [code]to[/code] par la quantité [code]weight[/code] spécifiée."
-"\n"
+"quaternion et [code]to[/code] par la quantité [code]weight[/code] "
+"spécifiée.\n"
"[b]Note :[/b] Les deux quaternions doivent être normalisés."
#: doc/classes/Quat.xml
@@ -64023,11 +65362,11 @@ msgid ""
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
-"Range est une classe de base des nœuds [Control] qui change une "
-"[code]value[/code] flottante entre le [code]minimum[/code] et le "
-"[code]maximum[/code], par étape [code]step[/code] et par [code]page[/code], "
-"par exemple un [ScrollBar]. Voir [ScrollBar] et [Slider] pour des exemples "
-"de nœuds de haut niveau utilisant des Range."
+"Range est une classe de base des nœuds [Control] qui change une [code]value[/"
+"code] flottante entre le [code]minimum[/code] et le [code]maximum[/code], "
+"par étape [code]step[/code] et par [code]page[/code], par exemple un "
+"[ScrollBar]. Voir [ScrollBar] et [Slider] pour des exemples de nœuds de haut "
+"niveau utilisant des Range."
#: doc/classes/Range.xml
msgid ""
@@ -64108,6 +65447,10 @@ msgid ""
"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
"then rounded to the nearest integer."
msgstr ""
+"Si supérieure à 0, [code]value[/code] sera toujours arrondie à un multiple "
+"de [code]step[/code]. Si [code]rounded[/code] est également [code]true[/"
+"code], [code]value[/code] sera d'abord arrondie à un multiple de [code]step[/"
+"code] puis arrondie à l'entier le plus proche."
#: doc/classes/Range.xml
msgid "Range's current value."
@@ -64131,6 +65474,14 @@ msgid ""
"value_changed] is also emitted when [code]value[/code] is set directly via "
"code."
msgstr ""
+"Émis quand [member value] change. Lorsqu'il est utilisé pour un [Slider], "
+"cela s'appelle en continu lors du glissage (voire à chaque trame). Si vous "
+"effectuez une opération coûteuse dans une fonction connectée à [signal "
+"value_changed], essayez d'utiliser un [Timer] pour appeler la fonction moins "
+"souvent.\n"
+"[b]Note :[/b] Contrairement aux signaux tels que [signal LineEdit."
+"text_changed], [signal value_changed] est également émis lorsque "
+"[code]value[/code] est défini directement par code."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
@@ -64159,12 +65510,16 @@ msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified node."
msgstr ""
+"Ajoute une exception de collision afin que le rayon ne signale pas les "
+"collisions avec le nœud spécifié."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [RID]."
msgstr ""
+"Ajoute une exception de collision de sorte que le rayon ne signale pas les "
+"collisions avec le [RID] spécifié."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Removes all collision exceptions for this ray."
@@ -64178,6 +65533,12 @@ msgid ""
"changed state.\n"
"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
msgstr ""
+"Met à jour les informations de collision pour le rayon. Utilisez cette "
+"méthode pour mettre à jour les informations de collision immédiatement au "
+"lieu d'attendre le prochain appel à [code]_physics_process[/code], par "
+"exemple si le rayon ou son parent a changé d'état.\n"
+"[b]Note :[/b] [code]enabled[/code] n'est pas nécessaire pour que cela "
+"fonctionne."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -64185,6 +65546,9 @@ msgid ""
"object is intersecting the ray (i.e. [method is_colliding] returns "
"[code]false[/code])."
msgstr ""
+"Retourne le premier objet que le rayon intersecte, ou [code]null[/code] si "
+"aucun objet n'intersecte le rayon (c'est-à-dire [method is_colliding] "
+"retourne [code]false[/code])."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -64214,10 +65578,10 @@ msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
-"Retourne le point de collision où le rayon intersecte l'objet le plus proche."
-"\n"
-"[b]Note :[/b] Ce point se trouve dans le système de coordonnées "
-"[b]global[/b]."
+"Retourne le point de collision où le rayon intersecte l'objet le plus "
+"proche.\n"
+"[b]Note :[/b] Ce point se trouve dans le système de coordonnées [b]global[/"
+"b]."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -64422,8 +65786,8 @@ msgid ""
"are positive."
msgstr ""
"Retourne un [Rect2] avec la même position et aire, modifié de sorte que le "
-"coin supérieur gauche est l'origine et [code]width[/code] et "
-"[code]height[/code] soient positifs."
+"coin supérieur gauche est l'origine et [code]width[/code] et [code]height[/"
+"code] soient positifs."
#: doc/classes/Rect2.xml
msgid "Returns the intersection of this [Rect2] and b."
@@ -64450,8 +65814,8 @@ msgstr ""
"[codeblock]\n"
"# position (-3, 2), size (1, 1)\n"
"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
-"# position (-3, -1), size (3, 4), contient donc à la fois `rect` et Vector2("
-"0, -1)\n"
+"# position (-3, -1), size (3, 4), contient donc à la fois `rect` et "
+"Vector2(0, -1)\n"
"var rect2 = rect.expand(Vector2(0, -1))\n"
"/[codeblock]"
@@ -64498,8 +65862,8 @@ msgid ""
"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
"[method has_no_area] will return [code]true[/code]."
msgstr ""
-"Retourne [code]true[/code] si le [Rect2] est plat ou vide, ou "
-"[code]false[/code] sinon. Voir aussi [method get_area].\n"
+"Retourne [code]true[/code] si le [Rect2] est plat ou vide, ou [code]false[/"
+"code] sinon. Voir aussi [method get_area].\n"
"[b]Note :[/b] Si le [Rect2] a une taille négative et n'est pas plat ou vide, "
"[method has_no_area] retournera [code]true[/code]."
@@ -64916,17 +66280,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -64935,8 +66310,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -66292,8 +67673,8 @@ msgid ""
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
-"Amortit les forces de rotation du corps. Si cette valeur est différente de -"
-"1.0, elle sera ajoutée aux amortissements obtenues du monde et des aires.\n"
+"Amortit les forces de rotation du corps. Si cette valeur est différente de "
+"-1.0, elle sera ajoutée aux amortissements obtenues du monde et des aires.\n"
"Voir [membre ProjectSettings.physics/3d/default_angular_damp] pour plus de "
"détails sur l'amortissement."
@@ -66989,11 +68370,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -67448,7 +68833,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -67609,18 +68996,20 @@ msgstr "La scène actuelle."
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
-"Si [code]true[/code], les formes des collisions seront visibles lors du "
-"lancement du jeu depuis l'éditeur pour aider au débogage."
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
-"Si [code]true[/code], les polygones de navigation seront visibles lors du "
-"lancement du jeu depuis l'éditeur pour aider au débogage."
#: doc/classes/SceneTree.xml
msgid "The root of the edited scene."
@@ -67814,9 +69203,12 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)."
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
-"Appelle un groupe une seule fois même si l'appel a était fait plusieurs fois."
#: doc/classes/SceneTree.xml
msgid "No stretching."
@@ -67894,8 +69286,8 @@ msgstr ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Minuteur terminé.\")\n"
"[/codeblock]\n"
-"Le minuteur sera automatiquement une fois terminé. Pour garder le minuteur, "
-"vous pouvez maintenir une référence vers lui. Voir [Reference]."
+"Le minuteur sera automatiquement déréférencé une fois terminé. Pour garder "
+"le minuteur, vous pouvez maintenir une référence vers lui. Voir [Reference]."
#: doc/classes/SceneTreeTimer.xml
msgid "The time remaining (in seconds)."
@@ -67971,6 +69363,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -67983,7 +69387,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
"[SceneTreeTween] est un tween géré par l'arborescence. Contrairement à un "
"[Tween], il ne nécessite pas la création d'un nœud.\n"
@@ -68425,14 +69832,14 @@ msgstr ""
"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
"[/codeblock]\n"
"déplacera la sprite de sa position actuelle à la position (100, 200) puis "
-"ensuite à (200, 300). Si vous utilisez [method PropertyTweener.from] ou ["
-"method PropertyTweener.from_current], la position de départ sera celle "
+"ensuite à (200, 300). Si vous utilisez [method PropertyTweener.from] ou "
+"[method PropertyTweener.from_current], la position de départ sera celle "
"spécifiée et non l'actuelle. Voir les autres méthodes de [PropertyTweener] "
"pour connaitre les possibilités.\n"
"[b]Note :[/b] Vous pouvez trouver les noms corrects des propriétés en "
"survolant ces propriétés dans l'inspecteur de Godot. Vous pouvez aussi "
-"fournir un seul composant de cette propriété directement en utilisant [code]"
-"\"property:component\"[/code] (ex. [code]position:x[/code]), alors "
+"fournir un seul composant de cette propriété directement en utilisant "
+"[code]\"property:component\"[/code] (ex. [code]position:x[/code]), alors "
"l'interpolation ne se fera que sur cet unique composant.\n"
"Exemple : déplacer un objet deux fois depuis la même position vers "
"différentes positions, avec différents types de transition.\n"
@@ -69036,8 +70443,11 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
-msgstr "Le biais du solveur personnalisé de la forme."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
+msgstr ""
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
@@ -69414,6 +70824,8 @@ msgid ""
"If [code]true[/code], the slider can be interacted with. If [code]false[/"
"code], the value can be changed only by code."
msgstr ""
+"Si [code]true[/code], l'utilisateur peut intéragir avec le curseur. Si "
+"[code]false[/code], la valeur ne peut être modifiée que par code."
#: doc/classes/Slider.xml
msgid "If [code]true[/code], the value can be changed using the mouse wheel."
@@ -69426,12 +70838,16 @@ msgid ""
"Number of ticks displayed on the slider, including border ticks. Ticks are "
"uniformly-distributed value markers."
msgstr ""
+"Le nombre de marqueurs affichées sur le curseur, y compris les marqueurs sur "
+"les bords. Les marqueurs représentent des valeurs distribués uniformément."
#: doc/classes/Slider.xml
msgid ""
"If [code]true[/code], the slider will display ticks for minimum and maximum "
"values."
msgstr ""
+"Si [code]true[/code], le curseur affichera des marqueurs pour les valeurs "
+"minimales et maximales."
#: doc/classes/Slider.xml
msgid ""
@@ -69614,6 +71030,8 @@ msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
+"Retourne le [Spatial] parent, ou un [Object] vide si aucun parent n'existe "
+"ou si le parent n'est pas de type [Spatial]."
#: doc/classes/Spatial.xml
msgid ""
@@ -69626,6 +71044,9 @@ msgid ""
"Rotates the global (world) transformation around axis, a unit [Vector3], by "
"specified angle in radians. The rotation axis is in global coordinate system."
msgstr ""
+"Pivote la transformation globale autour de l'axe, un [Vector3] unitaire, par "
+"angle spécifié en radians. L'axe de rotation est dans le système de "
+"coordonnées global."
#: doc/classes/Spatial.xml
msgid ""
@@ -69640,6 +71061,8 @@ msgid ""
"Moves the global (world) transformation by [Vector3] offset. The offset is "
"in global coordinate system."
msgstr ""
+"Déplace la transformation globale par le décalage [Vector3 offset]. Le "
+"décalage est dans le système de coordonnées global."
#: doc/classes/Spatial.xml
msgid ""
@@ -69653,12 +71076,16 @@ msgid ""
"Returns whether node notifies about its local transformation changes. "
"[Spatial] will not propagate this by default."
msgstr ""
+"Retourne si le nœud notifie ses changements de transformation locale. "
+"[Spatial] ne le propage pas par défaut."
#: doc/classes/Spatial.xml
msgid ""
"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
"local transformation scale."
msgstr ""
+"Retourne si ce nœud utilise une échelle de [code](1, 1, 1)[/code] ou son "
+"échelle de transformation locale."
#: doc/classes/Spatial.xml
msgid ""
@@ -69671,6 +71098,20 @@ msgid ""
"Returns whether the node notifies about its global and local transformation "
"changes. [Spatial] will not propagate this by default."
msgstr ""
+"Retourne si le nœud notifie ses changements de transformation globale et "
+"locale. [Spatial] ne le propage pas par défaut."
+
+#: doc/classes/Spatial.xml
+msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+"Retourne [code]true[/code] si le nœud est présent dans le [SceneTree], que "
+"sa propriété [member visible] est [code]true[/code] et que tous ses parents "
+"sont également visibles. Si un parent est caché, ce nœud ne sera pas visible "
+"dans l'arborescence de la scène."
#: doc/classes/Spatial.xml
msgid ""
@@ -69693,6 +71134,9 @@ msgid ""
"itself to point toward the [code]target[/code] as per [method look_at]. "
"Operations take place in global space."
msgstr ""
+"Déplace le nœud vers la [code]position[/code] spécifiée, puis pivote vers la "
+"cible [code]target[/code] comme avec [method look_at]. Les opérations se "
+"déroulent dans l'espace global."
#: doc/classes/Spatial.xml
msgid ""
@@ -69706,12 +71150,17 @@ msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians."
msgstr ""
+"Pivote la transformation locale autour de l'axe, un [Vector3] unitaire, par "
+"angle spécifié en radians."
#: doc/classes/Spatial.xml
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians. The rotation axis is in object-local coordinate system."
msgstr ""
+"Pivote la transformation locale autour de l'axe, un [Vector3] unitaire, par "
+"angle spécifié en radians. L'axe de rotation est dans le système de "
+"coordonnées local à l'objet."
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the X axis by angle in radians."
@@ -69749,24 +71198,33 @@ msgid ""
"transformation scale. Changes to the local transformation scale are "
"preserved."
msgstr ""
+"Définit si le nœud utilise une échelle de [code](1, 1, 1)[/code] ou son "
+"échelle de transformation locale. Les changements de l'échelle de "
+"transformation locale sont préservés."
#: doc/classes/Spatial.xml
msgid ""
"Reset all transformations for this node (sets its [Transform] to the "
"identity matrix)."
msgstr ""
+"Réinitialise toutes les transformations pour ce nœud (définit sa [Transform] "
+"avec une matrice d'identité)."
#: doc/classes/Spatial.xml
msgid ""
"Sets whether the node ignores notification that its transformation (global "
"or local) changed."
msgstr ""
+"Définit si le nœud ignore la notification que sa transformation (globale ou "
+"locale) a changé."
#: doc/classes/Spatial.xml
msgid ""
"Sets whether the node notifies about its local transformation changes. "
"[Spatial] will not propagate this by default."
msgstr ""
+"Définit si le nœud notifie ses changements de transformation locale. "
+"[Spatial] ne le propage pas par défaut."
#: doc/classes/Spatial.xml
msgid ""
@@ -69774,6 +71232,9 @@ msgid ""
"changes. [Spatial] will not propagate this by default, unless it is in the "
"editor context and it has a valid gizmo."
msgstr ""
+"Définit si le nœud notifie ses changements de transformation globale et "
+"locale. [Spatial] ne le propage pas par défaut, sauf dans le contexte de "
+"l'éditeur et a un manipulateur valide."
#: doc/classes/Spatial.xml
msgid ""
@@ -69844,6 +71305,8 @@ msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
+"La position globale de ce nœud. Ceci est équivalent à [code]global_transform."
+"origin[/code]."
#: doc/classes/Spatial.xml
msgid ""
@@ -69863,6 +71326,8 @@ msgid ""
"Rotation part of the local transformation in degrees, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
msgstr ""
+"La partie rotation de la transformation locale, en degrés, spécifiée en "
+"termes d'angles YXZ d'Euler dans le format (angle X, angle Y puis angle Z)."
#: doc/classes/Spatial.xml
msgid ""
@@ -69870,7 +71335,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -69995,6 +71462,9 @@ msgid ""
"Sets the [Texture] to be used by the specified [enum TextureParam]. This "
"function is called when setting members ending in [code]*_texture[/code]."
msgstr ""
+"Définit la [Texture] à utiliser par le [enum TextureParam] spécifié. Cette "
+"fonction est appelée lorsque les membres se terminent par [code]*_texture[/"
+"code]."
#: doc/classes/SpatialMaterial.xml
msgid "The material's base color."
@@ -70025,7 +71495,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -70048,6 +71520,8 @@ msgid ""
"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
"darkens areas based on the [member ao_texture]."
msgstr ""
+"Si [code]true[/code], l'occlusion ambiante est activée. L'occlusion ambiante "
+"assombrit les zones basées sur [member ao_texture]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70167,12 +71641,16 @@ msgstr ""
msgid ""
"Scales the depth offset effect. A higher number will create a larger depth."
msgstr ""
+"Met à l'échelle l'effet de décalage de profondeur. Un nombre plus élevé "
+"créera une profondeur plus grande."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to determine depth at a given pixel. Depth is always stored in "
"the red channel."
msgstr ""
+"La texture déterminant la profondeur à un pixel donné. La profondeur est "
+"toujours enregistrée dans le canal pour la couleur rouge."
#: doc/classes/SpatialMaterial.xml
msgid "Texture that specifies the color of the detail overlay."
@@ -70183,6 +71661,8 @@ msgid ""
"Specifies how the [member detail_albedo] should blend with the current "
"[code]ALBEDO[/code]. See [enum BlendMode] for options."
msgstr ""
+"Spécifie comment [member detail_albedo] devrait se mélanger avec l'actuel "
+"[code]ALBEDO[/code]. Voir [enum BlendMode] pour les options."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70197,6 +71677,8 @@ msgid ""
"Texture used to specify how the detail textures get blended with the base "
"textures."
msgstr ""
+"La texture utilisée pour spécifier comment les textures de détail se "
+"mélangent avec les textures de base."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70315,6 +71797,8 @@ msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
+"Si [code]true[/code], la transparence est activée sur le corps. Voir aussi "
+"[member params_blend_mode]."
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object is unaffected by lighting."
@@ -70326,6 +71810,10 @@ msgid ""
"[b]Note:[/b] This is only effective for objects whose geometry is point-"
"based rather than triangle-based. See also [member params_point_size]."
msgstr ""
+"Si [code]true[/code], la taille de rendu des points peut être modifiée.\n"
+"[b]Note :[/b] Ce n'est efficace que pour les objets dont la géométrie est "
+"définie à partir de points plutôt que de triangles. Voir aussi [member "
+"params_point_size]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70400,11 +71888,11 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], normal mapping is enabled."
-msgstr ""
+msgstr "Si [code]true[/code], la carte normale est activée."
#: doc/classes/SpatialMaterial.xml
msgid "The strength of the normal map's effect."
-msgstr ""
+msgstr "L'intensité de l'effet de la carte normale."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70452,23 +71940,30 @@ msgid ""
"Which side of the object is not drawn when backfaces are rendered. See [enum "
"CullMode]."
msgstr ""
+"Quel côté de l'objet n'est pas dessiné lorsque les faces arrière sont "
+"rendues. Voir [enum CullMode]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
"also [member flags_transparent]."
msgstr ""
+"Détermine quand le rendu de profondeur a lieu. Voir [enum DepthDrawMode]. "
+"Voir aussi [member flags_transparent]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
msgstr ""
+"L'algorithme utilisé pour diffuser la lumière. Voir [enum DiffuseMode]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the vertex grow setting. See [member "
"params_grow_amount]."
msgstr ""
+"Si [code]true[/code], active l'inflation des sommets. Voir [member "
+"params_grow_amount]."
#: doc/classes/SpatialMaterial.xml
msgid "Grows object vertices in the direction of their normals."
@@ -70491,6 +71986,8 @@ msgid ""
"If [code]true[/code], the shader will discard all pixels that have an alpha "
"value less than [member params_alpha_scissor_threshold]."
msgstr ""
+"Si [code]true[/code], le shadow ignorera tous les pixels ayant une valeur "
+"d'opacité inférieure à [member params_alpha_scisor_threshold]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70498,12 +71995,18 @@ msgid ""
"when using [constant BILLBOARD_PARTICLES]. See [member "
"params_billboard_mode]."
msgstr ""
+"Le nombre de trames horizontales dans la feuille de sprite de particules. "
+"Seulement activé avec [constant BILLBOARD_PARTICLES]. Voir [member "
+"params_billboard_mode]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], particle animations are looped. Only enabled when "
"using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
msgstr ""
+"Si [code]true[/code], les animations de particules sont en boucle. Seulement "
+"activé avec [constant BILLBOARD_PARTICLES]. Voir [member "
+"params_billboard_mode]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70511,12 +72014,17 @@ msgid ""
"when using [constant BILLBOARD_PARTICLES]. See [member "
"params_billboard_mode]."
msgstr ""
+"Le nombre de trames verticales dans la feuille de sprite de particules. "
+"Seulement activé avec [constant BILLBOARD_PARTICLES]. Voir [member "
+"params_billboard_mode]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Distance over which the fade effect takes place. The larger the distance the "
"longer it takes for an object to fade."
msgstr ""
+"Distance sur laquelle l'effet de disparition se produit. Plus la distance "
+"est grande, plus l'objet disparait progressivement."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70537,6 +72045,8 @@ msgid ""
"The strength of the refraction effect. Higher values result in a more "
"distorted appearance for the refraction."
msgstr ""
+"L'intensité de l'effet de réfraction. Des valeurs plus élevées entraînent "
+"une apparence plus déformée pour la réfraction."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70586,6 +72096,9 @@ msgid ""
"while a value of [code]1[/code] completely blurs the reflection. See also "
"[member metallic]."
msgstr ""
+"La réflexion de surface. Une valeur de [code]0[/code] représente un miroir "
+"parfait alors qu'une valeur de [code]1[/code] rend le reflet complètement "
+"flou. Voir aussi [member metallic]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70616,6 +72129,8 @@ msgid ""
"The color used by the transmission effect. Represents the light passing "
"through an object."
msgstr ""
+"La couleur utilisée pour l'effet de transmission. Représente la lumière "
+"passant à travers un objet."
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the transmission effect is enabled."
@@ -70626,6 +72141,8 @@ msgid ""
"Texture used to control the transmission effect per-pixel. Added to [member "
"transmission]."
msgstr ""
+"La texture utilisée pour contrôler l'effet de transmission par pixel. Ajouté "
+"à [member transmission]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70633,12 +72150,17 @@ msgid ""
"added to [code]UV[/code] in the vertex function. This can be used to offset "
"a texture."
msgstr ""
+"La quantité des coordonnées [code]UV[/code] à décaler. Cette quantité sera "
+"ajoutée à [code]UV[/code] dans la fonction \"vertex\". Cela peut être "
+"utilisé pour décaler une texture."
#: doc/classes/SpatialMaterial.xml
msgid ""
"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
"[code]UV[/code] in the vertex function."
msgstr ""
+"La mise à l'échelle des coordonnées [code]UV[/code]. Ceci est multiplié par "
+"[code]UV[/code] dans la fonction \"vertex\"."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70666,12 +72188,17 @@ msgid ""
"added to [code]UV2[/code] in the vertex function. This can be used to offset "
"a texture."
msgstr ""
+"La quantité des coordonnées [code]UV2[/code] à décaler. Cette quantité sera "
+"ajoutée à [code]UV2[/code] dans la fonction \"vertex\". Cela peut être "
+"utilisé pour décaler une texture."
#: doc/classes/SpatialMaterial.xml
msgid ""
"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
"[code]UV2[/code] in the vertex function."
msgstr ""
+"La mise à l'échelle des coordonnées [code]UV2[/code]. Ceci est multiplié par "
+"[code]UV2[/code] dans la fonction \"vertex\"."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70844,6 +72371,8 @@ msgid ""
"Default blend mode. The color of the object is blended over the background "
"based on the object's alpha value."
msgstr ""
+"Le mode de mélange par défaut. La couleur de l'objet est mélangée sur "
+"l'arrière-plan en fonction de l'opacité de l'objet."
#: doc/classes/SpatialMaterial.xml
msgid "The color of the object is added to the background."
@@ -70866,6 +72395,8 @@ msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Depth draw is calculated for both opaque and transparent objects."
msgstr ""
+"Le dessin de la profondeur est calculé pour des objets opaques et aussi "
+"transparents."
#: doc/classes/SpatialMaterial.xml
msgid "No depth draw."
@@ -70876,6 +72407,8 @@ msgid ""
"For transparent objects, an opaque pass is made first with the opaque parts, "
"then transparency is drawn."
msgstr ""
+"Pour les objets transparents, une passe opaque est faite d'abord avec les "
+"parties opaques, puis la transparence est dessinée."
#: doc/classes/SpatialMaterial.xml
msgid "Default cull mode. The back of the object is culled when not visible."
@@ -70904,6 +72437,8 @@ msgid ""
"Lighting is calculated per-vertex rather than per-pixel. This can be used to "
"increase the speed of the shader at the cost of quality."
msgstr ""
+"L'éclairage est calculé par sommet plutôt que par pixel. Cela peut être "
+"utilisé pour améliorer la vitesse du shader mais réduit la qualité visuelle."
#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
@@ -70916,6 +72451,8 @@ msgid ""
"Vertex color is in sRGB space and needs to be converted to linear. Only "
"applies in the GLES3 renderer."
msgstr ""
+"La couleur des sommets est dans l'espace sRGB et doit être convertie en "
+"linéaire. Seulement ne s'applique qu'au rendu GLES3."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70923,11 +72460,16 @@ msgid ""
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
"code]."
msgstr ""
+"Utilise la taille d'affichage des points pour modifier pour les primitives "
+"de points. Change également la projection des textures albedo en utilisant "
+"[code]POINT_COORD[/code] au lieu de [code]UV[/code]."
#: doc/classes/SpatialMaterial.xml
msgid ""
"Object is scaled by depth so that it always appears the same size on screen."
msgstr ""
+"L'objet est mise à l'échelle suivant sa profondeur pour qu'il apparaisse "
+"toujours la même taille à l'écran."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70935,6 +72477,9 @@ msgid ""
"when billboarding. Only applies when [member params_billboard_mode] is "
"[constant BILLBOARD_ENABLED]."
msgstr ""
+"Le shader gardera l'échelle pour le maillage. Sinon, la mise à l'échelle "
+"sera ignoré lors de l'affichage en mode panneau. Ne s'applique que quand "
+"[member params_billboard_mode] est [constant BILLBOARD_ENABLED]."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -70978,6 +72523,8 @@ msgid ""
"Use world coordinates in the triplanar texture lookup instead of local "
"coordinates."
msgstr ""
+"Utilise les coordonnées globales pour la projection de la texture "
+"triplanaire au lieu des coordonnées locales."
#: doc/classes/SpatialMaterial.xml
msgid "Forces the shader to convert albedo from sRGB space to linear space."
@@ -71007,17 +72554,18 @@ msgid "Default diffuse scattering algorithm."
msgstr ""
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "Diffuse scattering ignores roughness."
msgstr "La diffusion diffuse ignore la rugosité."
#: doc/classes/SpatialMaterial.xml
msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
msgstr ""
+"Étend le calcul Lambert pour couvrir plus de 90 degrés quand la rugosité "
+"augmente."
#: doc/classes/SpatialMaterial.xml
msgid "Attempts to use roughness to emulate microsurfacing."
-msgstr ""
+msgstr "Tente d'utiliser la rugosité pour simuler le microsurfaçage."
#: doc/classes/SpatialMaterial.xml
msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
@@ -71042,7 +72590,6 @@ msgid "No specular blob."
msgstr "Pas de blob spéculaire."
#: doc/classes/SpatialMaterial.xml
-#, fuzzy
msgid "Billboard mode is disabled."
msgstr "Le mode d'affichage est désactivé."
@@ -71061,6 +72608,12 @@ msgid ""
"The [member ParticlesMaterial.anim_speed] or [member CPUParticles."
"anim_speed] should also be set to a positive value for the animation to play."
msgstr ""
+"Utilisé pour les systèmes de particules lorsqu'ils sont affectés aux nœuds "
+"[Particles] et [CPUParticles]. Active les propriétés [code]particles_anim_*[/"
+"code].\n"
+"[member ParticlesMaterial.anim_speed] ou [member CPUParticles.anim_speed] "
+"devrait également être défini à une valeur positive pour que l'animation "
+"soit jouée."
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the red channel of a texture."
@@ -71095,6 +72648,8 @@ msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using the alpha channel."
msgstr ""
+"Fait disparaitre doucement l'objet en fonction de la distance de chaque "
+"pixel par rapport à la caméra en utilisant l'opacité."
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71145,6 +72700,10 @@ msgid ""
"[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
"sphere must be equal."
msgstr ""
+"Si [code]true[/code], un hémisphère (une demi-sphère) est créé plutôt qu'une "
+"sphère entière.\n"
+"[b]Note :[/b] Pour obtenir un hémisphère uniforme, la hauteur et le rayon "
+"doivent être identiques."
#: doc/classes/SphereMesh.xml
msgid "Number of radial segments on the sphere."
@@ -71167,6 +72726,9 @@ msgid ""
"Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or "
"[Area]. This shape is useful for modeling sphere-like 3D objects."
msgstr ""
+"Une forme sphérique pour les collisions 3D, qui peut être placée dans un "
+"[PhysicsBody] ou une [Area]. Cette forme est utile pour modéliser des objets "
+"3D sphériques."
#: doc/classes/SphereShape.xml
msgid "The sphere's radius. The shape's diameter is double the radius."
@@ -71279,18 +72841,25 @@ msgid ""
"Container for splitting two [Control]s vertically or horizontally, with a "
"grabber that allows adjusting the split offset or ratio."
msgstr ""
+"Un conteneur pour diviser deux [Control] verticalement ou horizontalement, "
+"avec un séparateur pour régler le décalage ou le rapport entre ces deux "
+"contrôles."
#: doc/classes/SplitContainer.xml
msgid ""
"Clamps the [member split_offset] value to not go outside the currently "
"possible minimal and maximum values."
msgstr ""
+"Limite la valeur [member split_offset] pour rester dans l'intervalle défini "
+"entre les valeurs minimale et maximale actuellement possibles."
#: doc/classes/SplitContainer.xml
msgid ""
"If [code]true[/code], the area of the first [Control] will be collapsed and "
"the dragger will be disabled."
msgstr ""
+"Si [code]true[/code], le premier [Control] sera masqué et le glisseur "
+"désactivé."
#: doc/classes/SplitContainer.xml
msgid ""
@@ -71305,6 +72874,8 @@ msgid ""
"The initial offset of the splitting between the two [Control]s, with "
"[code]0[/code] being at the end of the first [Control]."
msgstr ""
+"Le décalage initial de la séparation entre les deux [Control], avec [code]0[/"
+"code] étant la fin du premier [Control]."
#: doc/classes/SplitContainer.xml
msgid "Emitted when the dragger is dragged by user."
@@ -71315,7 +72886,6 @@ msgid "The split dragger is visible when the cursor hovers it."
msgstr "Le dragueur fractionné est visible quand le curseur le survole."
#: doc/classes/SplitContainer.xml
-#, fuzzy
msgid "The split dragger is never visible."
msgstr "Le dragueur fractionné n’est jamais visible."
@@ -71343,8 +72913,11 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
-msgstr "L’angle du projecteur en degrés."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -71359,7 +72932,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -71385,6 +72960,8 @@ msgid ""
"Adds the [PhysicsBody] object with the given [RID] to the list of "
"[PhysicsBody] objects excluded from the collision check."
msgstr ""
+"Ajoute l'objet [PhysicsBody] à la liste des objets [PhysicsBody] ignorés "
+"lors de la vérification des collisions."
#: doc/classes/SpringArm.xml
msgid ""
@@ -71402,6 +72979,8 @@ msgid ""
"Removes the given [RID] from the list of [PhysicsBody] objects excluded from "
"the collision check."
msgstr ""
+"Supprime le [RID] de la liste des objets [PhysicsBody] ignorés de la "
+"vérification des collisions."
#: doc/classes/SpringArm.xml
msgid ""
@@ -71410,6 +72989,10 @@ msgid ""
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
+"Les calques selon lesquels le contrôle des collisions doit être effectué. "
+"Voir [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-"
+"layers-and-masks]Calques et masques de collision[/url] dans la documentation "
+"pour plus d'informations."
#: doc/classes/SpringArm.xml
msgid ""
@@ -71429,6 +73012,9 @@ msgid ""
"When the shape is set, the SpringArm will cast the [Shape] on its z axis "
"instead of performing a ray cast."
msgstr ""
+"La [Shape] à utiliser pour le SpringArm.\n"
+"Lorsque la forme est définie, le SpringArm lancera le [Shape] sur son axe Z "
+"au lieu d'exécuter un lancer de rayon."
#: doc/classes/SpringArm.xml
msgid ""
@@ -71438,6 +73024,11 @@ msgid ""
"To know more about how to perform a shape cast or a ray cast, please consult "
"the [PhysicsDirectSpaceState] documentation."
msgstr ""
+"L'étendue maximale du SpringArm. Il s'agit d'une longueur tant pour le rayon "
+"que pour la forme utilisée à l'intérieur pour calculer la position souhaitée "
+"pour les nœuds enfants du SpringArm.\n"
+"Pour en savoir plus sur la façon d'effectuer un lancer de forme ou de rayon, "
+"veuillez consulter la documentation de [PhysicsDirectSpaceState]."
#: doc/classes/Sprite.xml
msgid "General-purpose sprite node."
@@ -71448,6 +73039,9 @@ msgid ""
"A node that displays a 2D texture. The texture displayed can be a region "
"from a larger atlas texture, or a frame from a sprite sheet animation."
msgstr ""
+"Un nœud qui affiche une texture 2D. La texture affichée peut être une région "
+"à partir d'une texture plus grande de l'atlas, ou d'une trame d'une "
+"animation de feuille de sprite."
#: doc/classes/Sprite.xml
msgid ""
@@ -71461,6 +73055,16 @@ msgid ""
" print(\"A click!\")\n"
"[/codeblock]"
msgstr ""
+"Retourne un [Rect2] représentant la taille englobante du Sprite dans les "
+"coordonnées locales. Peut être utilisé pour détecter si le Sprite a été "
+"cliqué. Par exemple :\n"
+"[codeblock]\n"
+"func _input(event):\n"
+" if event is InputEventMouseButton and event.pressed and event."
+"button_index == BUTTON_LEFT:\n"
+" if get_rect().has_point(to_local(event.position)):\n"
+" print(\"Un clic !\")\n"
+"[/codeblock]"
#: doc/classes/Sprite.xml
msgid ""
@@ -71469,6 +73073,10 @@ msgid ""
"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
"[code]null[/code] or if the given position is invalid."
msgstr ""
+"Retourne [code]true[/code], si le pixel à la position donnée est opaque, ou "
+"[code]false[/code] sinon.\n"
+"[b]Note :[/b] Retourne également [code]false[/code] si la texture du sprite "
+"est [code]null[/code] ou si la position donnée est invalide."
#: doc/classes/Sprite.xml
msgid "If [code]true[/code], texture is centered."
@@ -71479,6 +73087,8 @@ msgid ""
"Current frame to display from sprite sheet. [member hframes] or [member "
"vframes] must be greater than 1."
msgstr ""
+"La trame actuelle à afficher dans la feuille de sprite. [membres hframes] ou "
+"[membres vframes] doivent être supérieurs à 1."
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid ""
@@ -71486,6 +73096,9 @@ msgid ""
"for the [member frame] property. [member hframes] or [member vframes] must "
"be greater than 1."
msgstr ""
+"Les coordonnées de la trame à afficher de la feuille de sprite. Il s'agit "
+"d'un raccourci de la propriété [member frame]. [membres hframes] ou [membres "
+"vframes] doivent être supérieurs à 1."
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid "The number of columns in the sprite sheet."
@@ -71546,6 +73159,9 @@ msgid ""
"can be a region from a larger atlas texture, or a frame from a sprite sheet "
"animation."
msgstr ""
+"Un nœud qui affiche une texture 2D dans un environnement 3D. La texture "
+"affichée peut être une région à partir d'une texture plus grande de l'atlas, "
+"ou d'une trame d'une animation de feuille de sprite."
#: doc/classes/Sprite3D.xml
msgid ""
@@ -71556,10 +73172,13 @@ msgstr ""
"atlas. Voir [member region_rect]."
#: doc/classes/Sprite3D.xml
+#, fuzzy
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
+"La [Texture] à dessiner. Si [member GeometryInstance.material_override] est "
+"utilisé, cette dernière sera utilisée."
#: doc/classes/SpriteBase3D.xml
msgid "2D sprite node in 3D environment."
@@ -71587,6 +73206,8 @@ msgid ""
"If [code]true[/code], texture can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
+"Si [code]true[/code], la texture est aussi affichée de dos, si [code]false[/"
+"code], elle est invisible de dos."
#: doc/classes/SpriteBase3D.xml
msgid ""
@@ -71632,8 +73253,8 @@ msgid ""
msgstr ""
"Définit la priorité de rendu pour le texte. Les objets plus prioritaires "
"seront affichés par-dessus les objets les moins prioritaites.\n"
-"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à ["
-"constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
+"[b]Note :[/b] Cela ne s'applique que si [member alpha_cut] est défini à "
+"[constant ALPHA_CUT_DISABLED] (c'est la valeur par défaut).\n"
"[b]Note :[/b] Cela ne s'applique qu'au tri des objets transparents. Cela "
"n'affectera pas la façon dont les objets transparents sont triés par rapport "
"aux objets opaques. C'est parce que les objets opaques ne sont pas triés, "
@@ -71645,33 +73266,43 @@ msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
+"Si [code]true[/code], une [Light] dans le [Environment] a des effets sur le "
+"sprite."
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], the texture's transparency and the opacity are used to "
"make those parts of the sprite invisible."
msgstr ""
+"Si [code]true[/code], la transparence et l'opacité des textures sont "
+"utilisées pour rendre invisibles ces parties du sprite."
#: doc/classes/SpriteBase3D.xml
msgid ""
"If set, the texture's transparency and the opacity are used to make those "
"parts of the sprite invisible."
msgstr ""
+"Si elle est définie, la transparence de la texture et l'opacité sont "
+"utilisées pour rendre invisibles ces parties du sprite."
#: doc/classes/SpriteBase3D.xml
msgid "If set, lights in the environment affect the sprite."
-msgstr ""
+msgstr "Si définies, les lumières dans l'environnement affecte le sprite."
#: doc/classes/SpriteBase3D.xml
msgid ""
"If set, texture can be seen from the back as well, if not, it is invisible "
"when looking at it from behind."
msgstr ""
+"Si défini, la texture est aussi visible de derrière, sinon, elle est "
+"invisible quand on la regarde de derrière."
#: doc/classes/SpriteBase3D.xml
msgid ""
"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
+"Sprite est mise à l'échelle suivant sa profondeur pour qu'elle apparaisse "
+"toujours avec la même taille à l'écran."
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
@@ -71708,6 +73339,8 @@ msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
+"Retourne [code]true[/code] si l'animation donnée est configurée pour boucler "
+"lorsqu'elle termine de jouer. Sinon, retourne [code]false[/code]."
#: doc/classes/SpriteFrames.xml
msgid ""
@@ -71785,12 +73418,16 @@ msgid ""
"The body's constant angular velocity. This does not rotate the body, but "
"affects other bodies that touch it, as if it was in a state of rotation."
msgstr ""
+"La vitesse angulaire constante du corps. Cela ne tourne pas le corps, mais "
+"affecte les autres corps qui le touchent, comme s'il pivotait."
#: doc/classes/StaticBody.xml
msgid ""
"The body's constant linear velocity. This does not move the body, but "
"affects other bodies that touch it, as if it was in a state of movement."
msgstr ""
+"La vitesse linéaire constante du corps. Cela ne déplace pas le corps, mais "
+"affecte les autres corps qui le touchent, comme s'il se déplaçait."
#: doc/classes/StaticBody.xml
msgid ""
@@ -71827,12 +73464,16 @@ msgid ""
"The body's constant angular velocity. This does not rotate the body, but "
"affects colliding bodies, as if it were rotating."
msgstr ""
+"La vitesse angulaire constante du corps. Cela ne tourne pas le corps, mais "
+"affecte les autres corps qui le touchent, comme s'il pivotait."
#: doc/classes/StaticBody2D.xml
msgid ""
"The body's constant linear velocity. This does not move the body, but "
"affects colliding bodies, as if it were moving."
msgstr ""
+"La vitesse linéaire constante du corps. Cela ne déplace pas le corps, mais "
+"affecte les autres corps qui le touchent, comme s'il se déplaçait."
#: doc/classes/StaticBody2D.xml
msgid ""
@@ -71841,6 +73482,10 @@ msgid ""
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
+"Le frottement du corps. Les valeurs vont de [code]0[/code] (pas de friction) "
+"à [code]1[/code] (friction complète).\n"
+"Obsolète, utilisez plutôt [member PhysicsMaterial.friction] avec [member "
+"physics_material_override]."
#: doc/classes/StreamPeer.xml
msgid "Abstraction and base class for stream-based protocols."
@@ -71852,6 +73497,9 @@ msgid ""
"as TCP). It provides an API for sending and receiving data through streams "
"as raw data or strings."
msgstr ""
+"StreamPeer est une classe abstraite de base pour les protocoles à base de "
+"flux (comme TCP). Elle fournit une API pour l'envoi et la réception de "
+"données par les flux sous forme de données brutes ou textuelles."
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 16-bit value from the stream."
@@ -71881,6 +73529,11 @@ msgid ""
"received. This function returns two values, an [enum @GlobalScope.Error] "
"code and a data array."
msgstr ""
+"Retourne les morceaux de données avec les octets reçus. Le nombre d'octets à "
+"recevoir peut être spécifié dans l'argument [code]bytes[/code]. Si pas assez "
+"d'octets sont disponibles, la fonction bloquera jusqu'à ce que la quantité "
+"demandée soit reçu. Cette fonction retourne deux valeurs : un code [enum "
+"@GlobalScope.Error] et un tableau de données."
#: doc/classes/StreamPeer.xml
msgid "Gets a double-precision float from the stream."
@@ -71898,6 +73551,11 @@ msgid ""
"function returns two values, an [enum @GlobalScope.Error] code, and a data "
"array."
msgstr ""
+"Retourne les morceaux de données avec les octets. Le nombre d'octets à "
+"recevoir peut être spécifié dans l'argument [code]byts[/code]. Si pas assez "
+"d'octets sont disponibles, la fonction retournera combien ont effectivement "
+"été reçus. Cette fonction retourne deux valeurs : un code [enum @GlobalScope."
+"Error] et un tableau de données."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -71905,6 +73563,9 @@ msgid ""
"[code]bytes[/code] is negative (default) the length will be read from the "
"stream using the reverse process of [method put_string]."
msgstr ""
+"Retourne une chaîne ASCII de longeur [code]octets[/code] du flux. Si "
+"[code]bytes[/code] est négatif (par défaut) la longueur sera lue depuis le "
+"flux en utilisant le processus inverse de [method put_string]."
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 16-bit value from the stream."
@@ -71929,6 +73590,10 @@ msgid ""
"(default) the length will be read from the stream using the reverse process "
"of [method put_utf8_string]."
msgstr ""
+"Retourne une chaîne UTF-8 de longueur [code]bytes[/code] du flux (ceci "
+"décode la chaîne envoyée en UTF-8). Si [code]bytes[/code] est négatif (par "
+"défaut) la longueur sera lue depuis le flux en utilisant le processus "
+"inverse de [method put_utf8_string]."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -71938,6 +73603,12 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
+"Retourne un Variant du flux. Si [code]allow_objects[/code] est [code]true[/"
+"code], le décodage des objets sera autorisé.\n"
+"[b]Avertissement :[/b] Les objets désérialisés peuvent contenir du code qui "
+"sera exécuté. N'utilisez pas cette option si l'objet sérialisé provient de "
+"sources non sûres pour éviter des risques de sécurité telles que l'exécution "
+"de code à distance."
#: doc/classes/StreamPeer.xml
msgid "Puts a signed 16-bit value into the stream."
@@ -71961,6 +73632,9 @@ msgid ""
"the data is done sending. This function returns an [enum @GlobalScope.Error] "
"code."
msgstr ""
+"Envoie un morceau de données à travers la connexion, en blocant si "
+"nécessaire jusqu'à ce que les données soient envoyées. Cette fonction "
+"retourne un code [enum @GlobalScope.Error]."
#: doc/classes/StreamPeer.xml
msgid "Puts a double-precision float into the stream."
@@ -71977,6 +73651,10 @@ msgid ""
"[enum @GlobalScope.Error] code and an integer, describing how much data was "
"actually sent."
msgstr ""
+"Envoie un morceau de données par la connexion. Si toutes les données ne "
+"peuvent pas être envoyées à la fois, seule une partie de celle-ci le sera. "
+"Cette fonction retourne deux valeurs : un code [enum @GlobalScope.Error], et "
+"un entier décrivant la quantité de données effectivement envoyées."
#: doc/classes/StreamPeer.xml
msgid ""
@@ -71988,6 +73666,13 @@ msgid ""
"put_data(\"Hello world\".to_ascii())\n"
"[/codeblock]"
msgstr ""
+"Ajoute une chaîne ASCII (se terminant par le caractère nul) dans le flux "
+"précédée par un entier de 32 bits représentant sa taille.\n"
+"[b]Note :[/b] Pour mettre une chaîne ASCII sans la faire précéder par sa "
+"taille, vous pouvez utiliser [method put_data] :\n"
+"[codeblock]\n"
+"put_data(\"Salut le monde\".to_ascii())\n"
+"[/codeblock]"
#: doc/classes/StreamPeer.xml
msgid "Puts an unsigned 16-bit value into the stream."
@@ -72015,18 +73700,30 @@ msgid ""
"put_data(\"Hello world\".to_utf8())\n"
"[/codeblock]"
msgstr ""
+"Ajoute une chaîne UTF-8 (se terminant par le caractère nul) dans le flux "
+"précédée par un entier non signé de 32 bits représentant sa taille.\n"
+"[b]Note :[/b] Pour mettre une chaîne UTF-8 sans la faire précéder par sa "
+"taille, vous pouvez utiliser [method put_data] :\n"
+"[codeblock]\n"
+"put_data(\"Salut le monde\".to_utf8())\n"
+"[/codeblock]"
#: doc/classes/StreamPeer.xml
msgid ""
"Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/"
"code] encoding objects is allowed (and can potentially include code)."
msgstr ""
+"Ajoute un Variant dans le flux. Si [code]full_objects[/code] est [code]true[/"
+"code], le codage des objects est autorisé (ceux-ci peuvent potentiellement "
+"contenir du code)."
#: doc/classes/StreamPeer.xml
msgid ""
"If [code]true[/code], this [StreamPeer] will using big-endian format for "
"encoding and decoding."
msgstr ""
+"Si [code]true[/code], ce [StreamPeer] utilisera le format big-endian pour "
+"l'encodage et le décodage."
#: doc/classes/StreamPeerBuffer.xml
msgid "Data buffer stream peer."
@@ -72050,6 +73747,8 @@ msgstr "Efface le [member data_array] et rétablit le curseur."
msgid ""
"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
msgstr ""
+"Retourne un nouveau [StreamPeerBuffer] avec le même contenu de [member "
+"data_array]."
#: doc/classes/StreamPeerBuffer.xml
msgid "Returns the current cursor position."
@@ -72069,10 +73768,14 @@ msgid ""
"Moves the cursor to the specified position. [code]position[/code] must be a "
"valid index of [member data_array]."
msgstr ""
+"Déplace le curseur vers la position spécifiée. [code]position[/code] doit "
+"être un index valide de [member data_array]."
#: doc/classes/StreamPeerBuffer.xml
msgid "The underlying data buffer. Setting this value resets the cursor."
msgstr ""
+"La mémoire tampon interne. Changer cette valeur réinitialise la position du "
+"curseur."
#: doc/classes/StreamPeerSSL.xml
msgid "SSL stream peer."
@@ -72083,6 +73786,8 @@ msgid ""
"SSL stream peer. This object can be used to connect to an SSL server or "
"accept a single SSL client connection."
msgstr ""
+"Un pair d'un flux SSL. Cet objet peut être utilisé pour se connecter à un "
+"serveur SSL ou accepter une seule connexion avec un client SSL."
#: doc/classes/StreamPeerSSL.xml
msgid ""
@@ -72091,6 +73796,10 @@ msgid ""
"can pass the optional [code]chain[/code] parameter to provide additional CA "
"chain information along with the certificate."
msgstr ""
+"Accepte une connexion par les pairs en tant que serveur en utilisant la "
+"[code]private_key[/code] et en fournissant le [code]certificate[/code] donné "
+"au client. Vous pouvez passer le paramètre optionnel [code]chain[/code] pour "
+"fournir des informations supplémentaires sur la chaîne CA avec le certificat."
#: doc/classes/StreamPeerSSL.xml
msgid ""
@@ -72101,6 +73810,13 @@ msgid ""
"[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not "
"supported in HTML5 exports due to browsers restrictions."
msgstr ""
+"Se connecte à un pair en utilisant le [code]stream[/code] interne d'un "
+"[StreamPeer]. Si [code]validate_certs[/code] est [code]true[/code], "
+"[StreamPeerSSL] validera le certificat du pair pour s'assurer qu'il "
+"correspond au [code]for_hostname[/code].\n"
+"[b]Note :[/b] Spécifier un code personnalisé pour [code]valid_certificate[/"
+"code] n'est pas pris en charge dans les exportations HTML5 en raison des "
+"restrictions des navigateurs."
#: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
msgid "Disconnects from host."
@@ -72111,6 +73827,9 @@ msgid ""
"Poll the connection to check for incoming bytes. Call this right before "
"[method StreamPeer.get_available_bytes] for it to work properly."
msgstr ""
+"Sonde la connexion pour vérifier les octets entrants. Appelez ceci avant "
+"[method StreamPeer.get_available_bytes] pour que ça puisse fonctionner "
+"correctement."
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is disconnected."
@@ -72133,6 +73852,8 @@ msgid ""
"An error status that shows a mismatch in the SSL certificate domain "
"presented by the host and the domain requested for validation."
msgstr ""
+"Un statut d'erreur qui montre une erreur dans le domaine de certificat SSL "
+"présenté par l'hôte et le domaine demandé pour validation."
#: doc/classes/StreamPeerTCP.xml
msgid "TCP stream peer."
@@ -72143,6 +73864,8 @@ msgid ""
"TCP stream peer. This object can be used to connect to TCP servers, or also "
"is returned by a TCP server."
msgstr ""
+"Pair de flux TCP. Cet objet peut être utilisé pour se connecter aux serveurs "
+"TCP, ou est également retourné par un serveur TCP."
#: doc/classes/StreamPeerTCP.xml
msgid ""
@@ -72150,6 +73873,9 @@ msgid ""
"resolved if valid. Returns [constant OK] on success or [constant FAILED] on "
"failure."
msgstr ""
+"Se connecte au pair [code]host:port[/code] spécifié. Un nom d'hôte sera "
+"résolu si valide. Retourne [constant OK] en cas de succès ou [constant "
+"FAILED] en cas l'échec."
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the IP of this peer."
@@ -72229,6 +73955,11 @@ msgid ""
"Strings are reference-counted and use a copy-on-write approach, so passing "
"them around is cheap in resources."
msgstr ""
+"C'est la classe de chaîne intégrée (et celle utilisée par GDScript). Il "
+"prend en charge l'Unicode et fournit tous les moyens nécessaires pour la "
+"manipulation des chaînes. Les chaînes sont comptées par référence et "
+"utilisent une approche de copie à l'écriture, donc les passer en argument ne "
+"demande que très peu de ressources."
#: doc/classes/String.xml
msgid "Constructs a new String from the given [bool]."
@@ -72387,6 +74118,13 @@ msgid ""
"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
"[code]\\uXXXX[/code] escape sequence."
msgstr ""
+"Retourne une copie de la chaîne avec des caractères échappés remplacés par "
+"leurs significations. Les caracètres échappés supportés sont : [code]\\'[/"
+"code], [code]\\\"[/code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/"
+"code], [code]\\b[/code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/"
+"code], [code]\\t[/code] et [code]\\v[/code].\n"
+"[b]Note :[/b] Contrairement au parseur GDScript, cette méthode ne supporte "
+"pas la séquence d'échappement de caractères Unicode [code]\\uXXXX[/code]."
#: doc/classes/String.xml
msgid ""
@@ -72397,6 +74135,12 @@ msgid ""
"code], it will return [code]Capitalize Camel Case Mixed With Underscores[/"
"code]."
msgstr ""
+"Change la casse de certaines lettres. Remplace les underscores avec des "
+"espaces, ajoute des espaces avant les caractères majuscules en mots, "
+"convertit toutes les lettres en minuscule, puis met en majuscule la première "
+"lettre et chaque lettre suivant un caractère d'espace. Pour [code]unTexte en "
+"majuscule avec_des_underscores[/code], cela retournera [code]Un Texte En "
+"Majuscule Avec des Underscores[/code]."
#: doc/classes/String.xml
msgid ""
@@ -72424,6 +74168,10 @@ msgid ""
"[code]to[/code] equals 0 the whole string will be used. If only [code]to[/"
"code] equals 0 the remained substring will be used."
msgstr ""
+"Retourne le nombre d'occurrences de la sous-chaîne [code]what[/code] entre "
+"les positions [code]from[/code] et [code]to[/code]. Si [code]from[/code] et "
+"[code]to[/code] sont égales à 0, la chaîne entière sera utilisée. Si "
+"seulement [code]to[/code] est à 0, la sous-chaîne restante sera utilisée."
#: doc/classes/String.xml
msgid ""
@@ -72432,6 +74180,11 @@ msgid ""
"[code]from[/code] and [code]to[/code] equals 0 the whole string will be "
"used. If only [code]to[/code] equals 0 the remained substring will be used."
msgstr ""
+"Retourne le nombre d'occurrences de la sous-chaîne [code]what[/code] (en "
+"ignorant la casse) entre les positions [code]from[/code] et [code]to[/code]. "
+"Si [code]from[/code] et [code]to[/code] sont égales à 0, la chaîne entière "
+"sera utilisée. Si seulement [code]to[/code] est à 0, la sous-chaîne restante "
+"sera utilisée."
#: doc/classes/String.xml
msgid ""
@@ -72537,6 +74290,33 @@ msgid ""
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
+"Formate la chaîne en remplaçant toutes les occurrences de [code]placeholder[/"
+"code] par les éléments de [code]values[/code].\n"
+"[code]values[/code] peut être un [Dictionary] ou un [Array]. Toute occurence "
+"de [code]placeholder[/code] sera remplacée par les clés correspondantes à "
+"l'avance. Les éléments Array utilisent leur index comme clés.\n"
+"[codeblock]\n"
+"# Affiche : 'En attendant Godot' est une pièce de Samuel Beckett, et le "
+"moteur Godot est nommé d'après elle.\n"
+"var use_array_values = \"'En attendant {0}' est une pièce de {1}, et le "
+"moteur {0} est nommé d'après elle.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Affiche : L'utilisateur 42 est Godot.\n"
+"print(\"L'utilisateur {id} est {name}.\".format({\"id\": 42, \"name\": "
+"\"Godot\"}))\n"
+"[/codeblock]\n"
+"Une manipulation supplémentaire est effectuée quand [code]values[/code] est "
+"un tableau. Si [code]placeholder[/code] ne contient pas de underscore "
+"(\"_\"), les éléments du tableau seront utilisés pour remplacer "
+"l'occurrence ; Si un élément de tableau est un autre tableau de 2 éléments, "
+"il sera interprété comme une paire de clé et valeur.\n"
+"[codeblock]\n"
+"# Affiche : L'utilisateur 42 est Godot.\n"
+"print(\"L'utilisateur {} est {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"L'utilisateur {id} est {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
@@ -72600,6 +74380,15 @@ msgid ""
"print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n"
"[/codeblock]"
msgstr ""
+"Divise une chaîne en utilisant un [code]delimiter[/code] et retourne une "
+"sous-chaîne à l'index [code]slice[/code]. Retourne une chaîne vide si "
+"l'index n'existe pas.\n"
+"Il s'agit d'une alternative plus performante à [method split] pour les cas "
+"où vous avez besoin d'un seul élément du tableau à un index fixe.\n"
+"Exemple :\n"
+"[codeblock]\n"
+"print(\"je/suis/un/exemple\".get_slice(\"/\", 3)) # Affiche 'exemple'.\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -72609,6 +74398,13 @@ msgid ""
"does [i]not[/i] imply the strings are equal, because different strings can "
"have identical hash values due to hash collisions."
msgstr ""
+"Retourne la valeur de hachage de 32 bits représentant le contenu de la "
+"chaîne.\n"
+"[b]Note :[/b] Les [String] avec un contenu identique produiront toujours des "
+"valeurs de hachage identiques. Cependant, l'inverse n'est pas vrai. Des "
+"valeurs de hachage identiques n'implique [i]pas[/i] que les chaînes le "
+"soient aussi, car différentes chaînes peuvent avoir des valeurs de hachage "
+"identiques en raison de collisions de hachage."
#: doc/classes/String.xml
msgid ""
@@ -72636,7 +74432,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Échappe (code) une chaine de caractères dans un format compatible avec les "
-"URL. Est aussi référé au 'codage de URL' ('URL encode').\n"
+"URL. Aussi appelé 'encodage d'URL' ('URL encode').\n"
"[codeblock]\n"
"print(\"https://example.org/?escaped=\" + \"Le Moteur Godot:'docs'\"."
"http_escape())\n"
@@ -72651,6 +74447,12 @@ msgid ""
"http_unescape())\n"
"[/codeblock]"
msgstr ""
+"Échappe (décode) une chaine dans le format encodé pour les URL. Également "
+"dénommé \"URL decode\".\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"."
+"http_unescape())\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -72664,6 +74466,16 @@ msgid ""
"print(size) # prints \"127.5 MiB\"\n"
"[/codeblock]"
msgstr ""
+"Convertit [code]size[/code] qui représente un taille en octets dans un "
+"format lisible en utilisant un ensemble internationalisé d'unités de taille "
+"de données, comme : o, Kio, Mio, Gio, Tio, Pio, Eio. Notez que l'unité "
+"proche la plus petite est choisie automatiquement pour s'adapter aux "
+"multiples de 1024.\n"
+"[codeblock]\n"
+"var bytes = 133790307\n"
+"var size = String.humanize_size(bytes)\n"
+"print(size) # Affiche \"127.5 Mio\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -72674,6 +74486,14 @@ msgid ""
"e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n"
"[b]Note:[/b] Empty lines are kept empty."
msgstr ""
+"Retourne une copie de la chaîne avec des lignes identées avec [code]prefix[/"
+"code].\n"
+"Par exemple, la chaîne peut être identée avec deux tabulations en utilisant "
+"[code]\"\\t\\t\"[/code], ou quatre espaces en utilisant [code]\" \"[/"
+"code]. Le préfixe peut être n'importe quelle chaîne de sorte qu'il peut "
+"également être utilisé pour commenter les chaînes avec par exemple [code]\"# "
+"\"[/code]. Voir aussi [method dedent] pour supprimer l'indentation.\n"
+"[b]Note :[/b] Les lignes vides sont gardées vides."
#: doc/classes/String.xml
msgid ""
@@ -72688,18 +74508,24 @@ msgid ""
"If the string is a path to a file or directory, returns [code]true[/code] if "
"the path is absolute."
msgstr ""
+"Si la chaîne est un chemin vers un fichier ou un dossier, retourne "
+"[code]true[/code] si le chemin est absolu."
#: doc/classes/String.xml
msgid ""
"If the string is a path to a file or directory, returns [code]true[/code] if "
"the path is relative."
msgstr ""
+"Si la chaîne est un chemin vers un fichier ou un dossier, retourne "
+"[code]true[/code] si le chemin est relatif."
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is a subsequence of the given "
"string."
msgstr ""
+"Retourne [code]true[/code] si cette chaîne est une sous-séquence de la "
+"chaîne donnée."
#: doc/classes/String.xml
msgid ""
@@ -72715,6 +74541,9 @@ msgid ""
"allowed in file names, those being:\n"
"[code]: / \\ ? * \" | % < >[/code]"
msgstr ""
+"Retourne [code]true[/code] si cette chaîne est libre des caractères qui ne "
+"sont pas autorisés dans les noms de fichiers, ceux-ci étant :\n"
+"[code]: / \\ ? * \" | % < >[/code]"
#: doc/classes/String.xml
msgid ""
@@ -72727,6 +74556,14 @@ msgid ""
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
+"Retourne [code]true[/code] si cette chaîne contient un flottant valide. Ceci "
+"inclut les entiers, et supporte aussi les exposants :\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Affiche \"True\"\n"
+"print(\"24\".is_valid_float()) # Affiche \"True\"\n"
+"print(\"7e3\".is_valid_float()) # Affiche \"True\"\n"
+"print(\"Hello\".is_valid_float()) # Affiche \"False\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -72735,6 +74572,10 @@ msgid ""
"the hexadecimal number is determined by [code]0x[/code] prefix, for "
"instance: [code]0xDEADC0DE[/code]."
msgstr ""
+"Retourne [code]true[/code] si cette chaîne contient un numéro hexadécimal "
+"valide. Si [code]with_prefix[/code] est [code]true[/code], alors le nombre "
+"hexadécimal doit commencer par [code]0x[/code] pour être valide, comme par "
+"exemple : [code]0xDEADC0DE[/code]."
#: doc/classes/String.xml
msgid ""
@@ -72743,6 +74584,11 @@ msgid ""
"[code]hsl()[/code] colors aren't considered valid by this method and will "
"return [code]false[/code]."
msgstr ""
+"Retourne [code]true[/code] si cette chaîne contient une couleur valide dans "
+"la notation HTML hexadécimale. D'autres notations HTML telles que les "
+"couleurs nommées ou l'utilisation de [code]hsl()[/code] ne sont pas "
+"considérées comme valides par cette méthode et retourneront toujours "
+"[code]false[/code]."
#: doc/classes/String.xml
msgid ""
@@ -72755,6 +74601,15 @@ msgid ""
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
+"Retourne [code]true[/code] si cette chaîne est un identifiant valide. Un "
+"identifiant valide ne peut contenir que des lettres, des chiffres et des "
+"underlines ([code]_[/code]) et le premier caractère ne peut pas être un "
+"chiffre. Ça représente un nom valide d'une variable ou d'une méthode.\n"
+"[codeblock]\n"
+"print(\"good_ident_1\".is_valid_identifier()) # Affiche \"True\"\n"
+"print(\"1st_bad_ident\".is_valid_identifier()) # Affiche \"False\"\n"
+"print(\"bad_ident_#2\".is_valid_identifier()) # Affiche \"False\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -72767,6 +74622,14 @@ msgid ""
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
+"Retourne [code]true[/code] si cette chaîne contient un entier valide.\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_integer()) # Affiche \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Affiche \"False\"\n"
+"print(\"L\".is_valid_integer()) # Affiche \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Affiche \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Affiche \"True\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -72775,6 +74638,10 @@ msgid ""
"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/"
"code] as valid."
msgstr ""
+"Retourne [code]true[/code] si cette chaîne contient seulement une adresse "
+"IPv4 ou IPv6 correctement formée. Cette méthode considère [url=https://en."
+"wikipedia.org/wiki/Reserved_IP_addresses]les adresses IP réservées[/url] "
+"comme [code]0.0.0.0[/code] comme étant valides."
#: doc/classes/String.xml
msgid ""
@@ -72785,6 +74652,14 @@ msgid ""
"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
"[/codeblock]"
msgstr ""
+"Retourner une [String] qui est la concaténation des éléments [code]parts[/"
+"code]. Le séparateur entre les éléments est la chaîne qui appelle cette "
+"méthode.\n"
+"Exemple :\n"
+"[codeblock]\n"
+"print(\", \".join([\"Un\", \"deux\", \"trois\", \"quatre.\"])) # Affiche "
+"\"Un, deux, trois, quatre.\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -72819,6 +74694,11 @@ msgid ""
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
+"Fait une correspondance simple de l'expression sensible à la casse, où "
+"[code]\"*\"[/code] correspond aucun, un seul ou plusieurs caractères "
+"arbitraires, et [code]\"?\"[/code] correspond à un seule caracètre sauf un "
+"point ([code]\".\"[/code]). Une chaîne ou expression vide est toujours "
+"évaluée [code]false[/code]."
#: doc/classes/String.xml
msgid ""
@@ -72827,10 +74707,15 @@ msgid ""
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
+"Fait une correspondance simple de l'expression insensible à la casse, où "
+"[code]\"*\"[/code] correspond aucun, un seul ou plusieurs caractères "
+"arbitraires, et [code]\"?\"[/code] correspond à un seule caracètre sauf un "
+"point ([code]\".\"[/code]). Une chaîne ou expression vide est toujours "
+"évaluée [code]false[/code]."
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as an array of bytes."
-msgstr ""
+msgstr "Retourne le hachage MD5 de la chaîne dans un tableau d'octets."
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as a string."
@@ -72912,6 +74797,9 @@ msgid ""
"Percent-encodes a string. Encodes parameters in a URL when sending a HTTP "
"GET request (and bodies of form-urlencoded POST requests)."
msgstr ""
+"Encode avec des pourcentages une chaîne. Encode les paramètres dans une URL "
+"lors de l'envoi d'une requête HTTP GET (et les corps de requêtes POST sous "
+"forme codée)."
#: doc/classes/String.xml
msgid ""
@@ -72919,6 +74807,9 @@ msgid ""
"the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
"\"this/is/path\"[/code]."
msgstr ""
+"Si la chaîne est un chemin, ajoute [code]file[/code] à la fin de la chaîne "
+"comme sous-chemin. Par exemple : [code]\"vers/un\".plus_file(\"fichier\") == "
+"\"vers/un/fichier\"[/code]."
#: doc/classes/String.xml
msgid ""
@@ -72967,11 +74858,15 @@ msgstr ""
"donnée."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -73010,6 +74905,12 @@ msgid ""
"trim_suffix] method that will remove a single suffix string rather than a "
"set of characters."
msgstr ""
+"Retourne une copie de la chaîne avec des caractères retirés de la droite. "
+"L'argument [code]chars[/code] est une chaîne spécifiant l'ensemble des "
+"caractères à supprimer.\n"
+"[b]Note :[/b] [code]chars[/code] n'est pas un suffixe. Voir la méthode "
+"[method trim_suffix] qui supprimera une seule chaîne de suffixe plutôt qu'un "
+"ensemble de caractères."
#: doc/classes/String.xml
msgid "Returns the SHA-1 hash of the string as an array of bytes."
@@ -73064,9 +74965,13 @@ msgid "Returns a simplified canonical path."
msgstr ""
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -73104,12 +75009,20 @@ msgstr ""
"utilisez plutôt la classe [RegEx]."
#: doc/classes/String.xml
+#, fuzzy
msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
+"Divise la chaîne en flottants en utilisant une chaîne comme délimiteur et "
+"retourne un tableau des sous-chaînes.\n"
+"Par exemple, [code]\"12,5,3\"[/code] retournera [code][1, 2.5, 3][/code] si "
+"délimité par [code]\",\"[/code]."
#: doc/classes/String.xml
msgid ""
@@ -73118,6 +75031,10 @@ msgid ""
"end. The optional arguments are used to toggle stripping on the left and "
"right edges respectively."
msgstr ""
+"Retourne une copie de la chaîne avec tous les caractères non imprimable "
+"(soient les tabulations, les espaces et les retours à la ligne) supprimés en "
+"début et en fin de chaîne. Les arguments optionnels permettent d'activer ou "
+"non la suppression des caractères en début ou en fin respectivement."
#: doc/classes/String.xml
msgid ""
@@ -73126,6 +75043,11 @@ msgid ""
"32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/"
"code] and [code]\\r[/code]) characters, but not spaces."
msgstr ""
+"Retourne une copie de la chaîne avec tous les caractères d'échappement "
+"supprimés. Il s'agit de tous les caractères de commande non-imprimables de "
+"la première page de la table ASCII (< 32), tels que la tabulation "
+"([code]\\t[/code] in C) et le retour à la ligne ([code]\\n[/code] et "
+"[code]\\r[/code]), mais pas les espaces."
#: doc/classes/String.xml
msgid ""
@@ -73133,6 +75055,10 @@ msgid ""
"[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/"
"code] will return remaining characters from given position."
msgstr ""
+"Retourne une partie de la chaîne de la position [code]from[/code] avec la "
+"longueur [code]len[/code]. L'argument [code]len[/code] est optionnel et "
+"l'utilisation [code]-1[/code] renvoie les caractères restants à partir de la "
+"position donnée."
#: doc/classes/String.xml
msgid ""
@@ -73158,6 +75084,16 @@ msgid ""
"print(\"1e3\".to_float()) # 1000\n"
"[/codeblock]"
msgstr ""
+"Convertit une chaîne contenant un nombre décimal en [code]float[/code]. La "
+"méthode s'arrêtera sur le premier caractère qui n'est pas un chiffre sauf le "
+"premier [code].[/code] (point décimal), et [code]e[/code] qui est utilisé "
+"pour l'exposant.\n"
+"[codeblock]\n"
+"print(\"12.3\".to_float()) # 12.3\n"
+"print(\"1.2.3\".to_float()) # 1.2\n"
+"print(\"12ab3\".to_float()) # 12\n"
+"print(\"1e3\".to_float()) # 1*10^3 = 1000\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -73170,6 +75106,14 @@ msgid ""
"print(\"1.2.3\".to_int()) # 1\n"
"[/codeblock]"
msgstr ""
+"Convertit une chaîne contenant un nombre entier en [code]int[/code]. La "
+"méthode supprimera tout caractère qui n'est pas un chiffre et s'arrêtera si "
+"elle rencontre un [code].[/code].\n"
+"[codeblock]\n"
+"print(\"123\".to_int()) # 123\n"
+"print(\"a1b2c3\".to_int()) # 123\n"
+"print(\"1.2.3\".to_int()) # 1\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "Returns the string converted to lowercase."
@@ -73196,6 +75140,8 @@ msgid ""
"Converts the String (which is an array of characters) to [PoolByteArray] "
"(which is an array of bytes)."
msgstr ""
+"Convertit la String (qui est un tableau de caractères) en [PoolByteArray] "
+"(un tableau d'octets)."
#: doc/classes/String.xml
msgid ""
@@ -73219,6 +75165,9 @@ msgid ""
"([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/"
"code])."
msgstr ""
+"Supprimer les caractères de la chaîne qui sont interdits dans les noms de "
+"[Node] ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] et "
+"[code]\"[/code])."
#: doc/classes/String.xml
msgid ""
@@ -73274,6 +75223,8 @@ msgid ""
"Returns the [CanvasItem] that handles its [constant CanvasItem."
"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
msgstr ""
+"Retourne le [CanvasItem] qui gère sa [constant CanvasItem.NOTIFICATION_DRAW] "
+"ou sa méthode [method CanvasItem._draw] actuellement."
#: doc/classes/StyleBox.xml
msgid "Returns the default value of the specified [enum Margin]."
@@ -73284,6 +75235,9 @@ msgid ""
"Returns the content margin offset for the specified [enum Margin].\n"
"Positive values reduce size inwards, unlike [Control]'s margin values."
msgstr ""
+"Retourne le décalage de la marge de contenu pour la [enum Margin] spécifié.\n"
+"Les valeurs positives réduisent la taille vers l'intérieur, contrairement "
+"aux valeurs des marges de [Control]."
#: doc/classes/StyleBox.xml
msgid "Returns the minimum size that this stylebox can be shrunk to."
@@ -73297,6 +75251,9 @@ msgid ""
"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
"get_margin(MARGIN_TOP))[/code]."
msgstr ""
+"Retourne le \"décalage\" d'une boîte de style. Cette fonction d'aide "
+"retourne une valeur équivalente à [code]Vector2(style."
+"get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code]."
#: doc/classes/StyleBox.xml
msgid ""
@@ -73333,6 +75290,9 @@ msgid ""
"reduces the space available to the contents from the left.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
+"La marge gauche pour le contenu de cette boîte de style. L'augmentation de "
+"cette valeur réduit l'espace disponible pour le contenu sur la gauche.\n"
+"Voir [membrer content_margin_bottom] pour des considérations supplémentaires."
#: doc/classes/StyleBox.xml
msgid ""
@@ -73340,6 +75300,9 @@ msgid ""
"reduces the space available to the contents from the right.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
+"La marge droite pour le contenu de cette boîte de style. L'augmentation de "
+"cette valeur réduit l'espace disponible pour le contenu sur la droite.\n"
+"Voir [membrer content_margin_bottom] pour des considérations supplémentaires."
#: doc/classes/StyleBox.xml
msgid ""
@@ -73347,6 +75310,9 @@ msgid ""
"reduces the space available to the contents from the top.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
+"La marge supérieure pour le contenu de cette boîte de style. Augmenter cette "
+"valeur réduit l'espace disponible pour le contenu en haut.\n"
+"Voir [membrer content_margin_bottom] pour des considérations supplémentaires."
#: doc/classes/StyleBoxEmpty.xml
msgid "Empty stylebox (does not display anything)."
@@ -73680,6 +75646,8 @@ msgid ""
"The shadow offset in pixels. Adjusts the position of the shadow relatively "
"to the stylebox."
msgstr ""
+"Le décalage de l'ombre en pixels. Ajuste la position de l'ombre relativement "
+"à la boîte de style."
#: doc/classes/StyleBoxFlat.xml
msgid "The shadow size in pixels."
@@ -73709,6 +75677,8 @@ msgid ""
"[StyleBox] that displays a single line of a given color and thickness. It "
"can be used to draw things like separators."
msgstr ""
+"Une [StyleBox] qui affiche simplement une ligne de couleur et d'épaisseur "
+"données. Ça peut être utilisé pour dessiner des séparateurs par exemple."
#: doc/classes/StyleBoxLine.xml
msgid "The line's color."
@@ -73773,12 +75743,18 @@ msgid ""
"Controls how the stylebox's texture will be stretched or tiled horizontally. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
+"Contrôle la façon dont la texture de la boîte de style sera étirée ou "
+"répétée horizontalement. Voir [enum AxisStretchMode] pour les valeurs "
+"possibles."
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Controls how the stylebox's texture will be stretched or tiled vertically. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
+"Contrôle la façon dont la texture de la boîte de style sera étirée ou "
+"répétée verticalement. Voir [enum AxisStretchMode] pour les valeurs "
+"possibles."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -73790,18 +75766,24 @@ msgid ""
"Expands the bottom margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr ""
+"Augmente la marge du bas de cette boite de style lors de l'affichage, pour "
+"qu'elle soit plus grande que demandé."
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Expands the left margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr ""
+"Augmente la marge gauche de cette boite de style lors de l'affichage, pour "
+"qu'elle soit plus grande que demandé."
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Expands the right margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr ""
+"Augmente la marge droite de cette boite de style lors de l'affichage, pour "
+"qu'elle soit plus grande que demandé."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -73819,6 +75801,12 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_bottom] if it is negative."
msgstr ""
+"Augmente la marge inférieure de la boîte de texture en 3×3.\n"
+"Une valeur plus élevée signifie qu'une plus grande partie de la texture "
+"source est considérée comme faisant partie de la bordure inférieure de la "
+"boîte en 3×3.\n"
+"C'est aussi la valeur de repli utilisée pour [member StyleBox."
+"content_margin_bottom] si elle est négative."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -73828,6 +75816,12 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_left] if it is negative."
msgstr ""
+"Augmente la marge gauche de la boîte de texture en 3×3.\n"
+"Une valeur plus élevée signifie qu'une plus grande partie de la texture "
+"source est considérée comme faisant partie de la bordure gauche de la boîte "
+"3×3.\n"
+"C'est aussi la valeur de repli utilisée pour [member StyleBox."
+"content_margin_left] si elle est négative."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -73837,6 +75831,12 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_right] if it is negative."
msgstr ""
+"Augmente la marge droite de la boîte de texture en 3×3.\n"
+"Une valeur plus élevée signifie qu'une plus grande partie de la texture "
+"source est considérée comme faisant partie de la droite frontière de la "
+"boîte 3×3.\n"
+"C'est aussi la valeur de repli utilisée pour [member StyleBox."
+"content_margin_right] si elle est négative."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -73846,10 +75846,17 @@ msgid ""
"This is also the value used as fallback for [member StyleBox."
"content_margin_top] if it is negative."
msgstr ""
+"Augmente la marge supérieure de la boîte de texture en 3×3.\n"
+"Une valeur plus élevée signifie qu'une plus grande partie de la texture "
+"source est considérée comme faisant partie de la bordure supérieure de la "
+"boîte 3×3.\n"
+"C'est aussi la valeur de repli utilisée pour [member StyleBox."
+"content_margin_top] si elle est négative."
#: doc/classes/StyleBoxTexture.xml
msgid "Modulates the color of the texture when this style box is drawn."
msgstr ""
+"Module la couleur de la texture lorsque cette boîte de style est dessinée."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -73866,6 +75873,9 @@ msgid ""
"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
"the same region."
msgstr ""
+"Spécifié la sous-région de la texture à utiliser.\n"
+"C'est l'équivalent à d'abord mettre la texture dans un [AtlasTexture] avec "
+"la même région."
#: doc/classes/StyleBoxTexture.xml
msgid "The texture to use when drawing this style box."
@@ -73880,6 +75890,9 @@ msgid ""
"Stretch the stylebox's texture. This results in visible distortion unless "
"the texture size matches the stylebox's size perfectly."
msgstr ""
+"Étire la texture de la boîte de style. Cela entraîne une distorsion visible "
+"à moins que la taille de la texture ne corresponde parfaitement à la taille "
+"de la boîte de style."
#: doc/classes/StyleBoxTexture.xml
msgid ""
@@ -74004,6 +76017,10 @@ msgid ""
"current index (if also using index arrays) should use smooth normals for "
"normal calculation."
msgstr ""
+"Spécifie si les sommets actuels (uniquement si seulement des tableaux de "
+"sommets sont utilisés) ou l'index courant (si des tableaux d'index sont "
+"également utilisés) devraient utiliser des normales lisses dans le calcul "
+"des normales."
#: doc/classes/SurfaceTool.xml
msgid ""
@@ -74080,6 +76097,8 @@ msgid ""
"Called before adding any vertices. Takes the primitive type as an argument "
"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
msgstr ""
+"Appelé avant d'ajouter des sommets. Cela prend le type primitif comme "
+"argument (par exemple [constant Mesh. PRIMITIVE_TRIANGES])."
#: doc/classes/SurfaceTool.xml
msgid "Clear all information passed into the surface tool so far."
@@ -74214,6 +76233,9 @@ msgid ""
"Returns [code]-1[/code] if the point is outside the control boundaries or if "
"there's no tab at the queried position."
msgstr ""
+"Retourne l'index de l'onglet aux coordonnées [code]point[/code] locales. "
+"Retourne [code]-1[/code] si le point est en dehors des limites du contrôle "
+"ou s'il n'y a pas d'onglet à la position demandée."
#: doc/classes/TabContainer.xml
msgid ""
@@ -74221,16 +76243,22 @@ msgid ""
"default to the name of the indexed child node, but this can be overridden "
"with [method set_tab_title]."
msgstr ""
+"Retourne le titre de l'onglet à l'index [code]tab_idx[/code]. Le titres des "
+"onglets sont par défaut le nom des nœuds enfants indexés, mais ça peut être "
+"changé avec [method set_tab_title]."
#: doc/classes/TabContainer.xml
msgid "Returns the [TabContainer] rearrange group id."
-msgstr ""
+msgstr "Retourne l'identifiant du groupe de réarrangement du [TabContainer]."
#: doc/classes/TabContainer.xml
msgid ""
"If set on a [Popup] node instance, a popup menu icon appears in the top-"
"right corner of the [TabContainer]. Clicking it will expand the [Popup] node."
msgstr ""
+"Si défini sur une instance de nœud [Popup], une icône de menu apparaît dans "
+"le coin supérieur droit du [TabContainer]. En cliquant dessus, le nœud "
+"[Popup] sera développé."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
@@ -74257,6 +76285,8 @@ msgid ""
"Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default "
"to the name of the indexed child node."
msgstr ""
+"Définit un titre pour l'onglet à l'index [code]tab_idx[/code]. Les titres "
+"par défaut des onglets sont le nom des nœud indexés."
#: doc/classes/TabContainer.xml
msgid ""
@@ -74264,12 +76294,18 @@ msgid ""
"enable tab drag between [TabContainer]. Enable drag with [member "
"drag_to_rearrange_enabled]."
msgstr ""
+"Définit l'identifiant de groupe de réarrangement, choisissez pour chaque "
+"[TabContainer] la même valeur pour activer le déposé-glissé entre les "
+"[TabContainer]. Activer le déposé-glissé avec [member "
+"drag_to_rearrange_enabled]."
#: doc/classes/TabContainer.xml
msgid ""
"If [code]true[/code], all tabs are drawn in front of the panel. If "
"[code]false[/code], inactive tabs are drawn behind the panel."
msgstr ""
+"Si [code]true[/code], tous les onglets sont dessinés devant le panneau. Si "
+"[code]false[/code], les onglets inactifs sont dessinés derrière le panneau."
#: doc/classes/TabContainer.xml
msgid ""
@@ -74277,6 +76313,9 @@ msgid ""
"[code]visible[/code] property is set to [code]true[/code] and all others are "
"set to [code]false[/code]."
msgstr ""
+"L'index actuel de l'onglet. Quand définie, cette propriété [code]visible[/"
+"code] du nœud [Control] pour cet index sera mis à [code]true[/code] et "
+"toutes les autres seront à [code]false[/code]."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
@@ -74306,6 +76345,9 @@ msgid ""
"minimum size take into account in the total, instead of only the currently "
"visible one."
msgstr ""
+"Si [code]true[/code], les nœuds [Control] enfants qui sont cachés auront "
+"leur taille minimale qui sera prise en compte dans le total, au lieu de "
+"seulement celle actuellement visible."
#: doc/classes/TabContainer.xml
msgid ""
@@ -74365,6 +76407,10 @@ msgid ""
"fit in the container width. When the button is disabled (i.e. the first tab "
"is visible), it appears semi-transparent."
msgstr ""
+"L'icône pour le bouton flèche de gauche qui apparaît quand il y a trop "
+"d'onglets à afficher dans le conteneur. Lorsque le bouton est désactivé "
+"(c'est-à-dire le premier onglet est visible), il apparaît en semi-"
+"transparent."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
@@ -74372,6 +76418,9 @@ msgid ""
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
+"L'icône pour le bouton flèche de gauche qui apparaît quand il y a trop "
+"d'onglets à afficher dans le conteneur. Utilisé quand le bouton est survolé "
+"par le curseur."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
@@ -74379,6 +76428,10 @@ msgid ""
"fit in the container width. When the button is disabled (i.e. the last tab "
"is visible) it appears semi-transparent."
msgstr ""
+"L'icône pour le bouton flèche de droite qui apparaît quand il y a trop "
+"d'onglets à afficher dans le conteneur. Lorsque le bouton est désactivé "
+"(c'est-à-dire le dernier onglet est visible), il apparaît en semi-"
+"transparent."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
@@ -74386,6 +76439,9 @@ msgid ""
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
+"L'icône pour le bouton flèche de droite qui apparaît quand il y a trop "
+"d'onglets à afficher dans le conteneur. Utilisé quand le bouton est survolé "
+"par le curseur."
#: doc/classes/TabContainer.xml
msgid "The icon for the menu button (see [method set_popup])."
@@ -74434,13 +76490,16 @@ msgstr "Ajoute un nouvel onglet."
#: doc/classes/Tabs.xml
msgid "Moves the scroll view to make the tab visible."
-msgstr ""
+msgstr "Déplace la vue de défilement pour rendre l'onglet visible."
#: doc/classes/Tabs.xml
msgid ""
"Returns [code]true[/code] if the offset buttons (the ones that appear when "
"there's not enough space for all tabs) are visible."
msgstr ""
+"Retourne [code]true[/code] si les boutons de décalage (les boutons qui "
+"apparaissent lorsqu'il n'y a pas assez d'espace pour tous les onglets) sont "
+"visibles."
#: doc/classes/Tabs.xml
msgid "Returns [code]true[/code] if select with right mouse button is enabled."
@@ -74448,8 +76507,13 @@ msgstr ""
"Retourne [code]true[/code] si la sélection avec le clic-droit est actif."
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Retourne le titre de l'onglet à la position [code]idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
-msgstr ""
+msgstr "Retourne le nombre d'onglets cachés décalés vers la gauche."
#: doc/classes/Tabs.xml
msgid "Returns tab [Rect2] with local position and size."
@@ -74461,7 +76525,7 @@ msgstr "Retourne le titre de l'onglet à la position [code]idx[/code]."
#: doc/classes/Tabs.xml
msgid "Returns the [Tabs]' rearrange group ID."
-msgstr ""
+msgstr "Retourne l'identifiant de groupe du [Tab]."
#: doc/classes/Tabs.xml
msgid "Moves a tab from [code]from[/code] to [code]to[/code]."
@@ -74479,6 +76543,11 @@ msgstr ""
"le clic droit."
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Définit une icône pour l'onglet à la position [code]tab_idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
"Définit une [code]icon[/code] pour l'onglet à la position [code]tab_idx[/"
@@ -74506,6 +76575,8 @@ msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr ""
+"si [code]true[/code], la roue de défilement de la souris permet de naviguer "
+"dans la vue de défilement."
#: doc/classes/Tabs.xml
msgid "The alignment of all tabs. See [enum TabAlign] for details."
@@ -74517,6 +76588,8 @@ msgid ""
"Sets when the close button will appear on the tabs. See [enum "
"CloseButtonDisplayPolicy] for details."
msgstr ""
+"Définit lorsque le bouton de fermeture apparaîtra sur les onglets. Voir "
+"[enum CloseButtonDisplayPolicy] pour plus de détails."
#: doc/classes/Tabs.xml
msgid ""
@@ -74527,8 +76600,12 @@ msgstr ""
"drag_to_rearrange_enabled]."
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
-msgstr "Émis quand un onglet a été cliqué-droit."
+#, fuzzy
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
+msgstr ""
+"Émis lorsqu'un bouton personnalisé est pressé. Voir [method add_button]."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -74597,6 +76674,8 @@ msgid ""
"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
"when it gets an incoming connection."
msgstr ""
+"Un serveur TCP. Ecoute les connexions sur un port et retourne un "
+"[StreamPeerTCP] quand il obtient une connexion entrante."
#: doc/classes/TCP_Server.xml
msgid "Returns [code]true[/code] if a connection is available for taking."
@@ -74654,6 +76733,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "Adds color region (given the delimiters) and its colors."
msgstr ""
+"Ajoute une région de couleur (à partir des délimiteurs) et ses couleurs."
#: doc/classes/TextEdit.xml
msgid "Adds a [code]keyword[/code] and its [Color]."
@@ -74664,18 +76744,25 @@ msgid ""
"Returns if the given line is foldable, that is, it has indented lines right "
"below it."
msgstr ""
+"Retourne si la ligne donnée peut être réduite, c'est-à-dire qu'elle indente "
+"les lignes juste en dessous."
#: doc/classes/TextEdit.xml
msgid ""
"Centers the viewport on the line the editing cursor is at. This also resets "
"the [member scroll_horizontal] value to [code]0[/code]."
msgstr ""
+"Centre le fenêtre d'affichage sur la ligne où est le curseur d'édition. Cela "
+"réinitialise également la valeur [member scroll_horizontal] à [code]0[/code]."
#: doc/classes/TextEdit.xml
msgid ""
"Clears all custom syntax coloring information previously added with [method "
"add_color_region] or [method add_keyword_color]."
msgstr ""
+"Efface toutes les informations de coloration de syntaxe personnalisées "
+"précédemment ajoutées avec [method add_color_region] ou [method "
+"add_keyword_color]."
#: doc/classes/TextEdit.xml
msgid "Clears the undo history."
@@ -74699,6 +76786,9 @@ msgid ""
"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
"will center at the cursor position after the move occurs."
msgstr ""
+"Déplace le curseur à l'index [code]column[/code] spécifié.\n"
+"Si [code]adjust_viewport[/code] est défini à [code]true[/code], le fenêtre "
+"d'affichage se centrera à la position du curseur après le mouvement."
#: doc/classes/TextEdit.xml
msgid ""
@@ -74720,10 +76810,11 @@ msgstr "Désélectionne la sélection actuelle."
#: doc/classes/TextEdit.xml
msgid "Folds all lines that are possible to be folded (see [method can_fold])."
msgstr ""
+"Réduit toutes les lignes qui peuvent être réduites (voir [method can_fold])."
#: doc/classes/TextEdit.xml
msgid "Folds the given line, if possible (see [method can_fold])."
-msgstr ""
+msgstr "Réduit la ligne donnée, si possible (voir [method can_fold])."
#: doc/classes/TextEdit.xml
msgid "Returns an array containing the line number of each breakpoint."
@@ -74742,6 +76833,8 @@ msgid ""
"Returns the line and column at the given position. In the returned vector, "
"[code]x[/code] is the column, [code]y[/code] is the line."
msgstr ""
+"Retourne la ligne et la colonne à la position donnée. Dans le vecteur "
+"retourné, [code]x[/code] est la colonne, [code]y[/code] est la ligne."
#: doc/classes/TextEdit.xml
msgid "Returns the amount of total lines in the text."
@@ -74749,7 +76842,7 @@ msgstr "Retourne le nombre total de lignes dans le texte."
#: doc/classes/TextEdit.xml
msgid "Returns the height of a largest line."
-msgstr ""
+msgstr "Retourne la hauteur de la plus grande ligne."
#: doc/classes/TextEdit.xml
msgid ""
@@ -74815,7 +76908,7 @@ msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
-msgstr ""
+msgstr "Retourne le nombre total des lignes qui pourraient être affichées."
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
@@ -74848,11 +76941,11 @@ msgstr "Insérer le texte spécifié à la position du curseur."
#: doc/classes/TextEdit.xml
msgid "Returns whether the line at the specified index is folded or not."
-msgstr ""
+msgstr "Retourne si la ligne à l'index spécifié est réduite ou non."
#: doc/classes/TextEdit.xml
msgid "Returns whether the line at the specified index is hidden or not."
-msgstr ""
+msgstr "Retourne si la ligne de l'index spécifié est cachée ou non."
#: doc/classes/TextEdit.xml
msgid ""
@@ -74866,12 +76959,16 @@ msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] has a "
"breakpoint."
msgstr ""
+"Retourne [code]true[/code] lorsque la ligne [code]line[/code] spécifié a un "
+"point d'arrêt."
#: doc/classes/TextEdit.xml
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
"safe."
msgstr ""
+"Retourne [code]true[/code] lorsque la ligne [code]line[/code] spécifié est "
+"marquée comme sûre."
#: doc/classes/TextEdit.xml
msgid "Returns if the given line is wrapped."
@@ -74882,6 +76979,9 @@ msgid ""
"Returns whether the mouse is over selection. If [code]edges[/code] is "
"[code]true[/code], the edges are considered part of the selection."
msgstr ""
+"Retourne si la souris est sur la sélection. Si [code]edges[/code] est "
+"[code]true[/code], les bords sont considérés comme faisant partie de la "
+"sélection."
#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
@@ -74908,6 +77008,8 @@ msgid ""
"Removes all the breakpoints. This will not fire the [signal "
"breakpoint_toggled] signal."
msgstr ""
+"Retire tous les points d'arrêt. Cela n'émettra pas [signal "
+"breakpoint_toggled]."
#: doc/classes/TextEdit.xml
msgid ""
@@ -74942,6 +77044,9 @@ msgid ""
"Perform selection, from line/column to line/column.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
+"Effectue une sélection, de la ligne/colonne à la ligne/colonne.\n"
+"Si [member selection_enabled] est [code]false[/code], aucune sélection ne "
+"sera effectuée."
#: doc/classes/TextEdit.xml
msgid ""
@@ -74962,9 +77067,9 @@ msgid ""
"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
-"Ajoute un marque-page pour la ligne [code]line[/code] si "
-"[code]bookmark[/code] est [code]true[/code]. Supprime le marque-page si "
-"[code]bookmark[/code] est [code]false[/code].\n"
+"Ajoute un marque-page pour la ligne [code]line[/code] si [code]bookmark[/"
+"code] est [code]true[/code]. Supprime le marque-page si [code]bookmark[/"
+"code] est [code]false[/code].\n"
"Les marque-pages sont affichés dans [member breakpoint_gutter]."
#: doc/classes/TextEdit.xml
@@ -74972,6 +77077,8 @@ msgid ""
"Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown "
"in the [member breakpoint_gutter]."
msgstr ""
+"Ajoute ou supprime le point d'arrêt à [code]line[/code]. Les points d'arrêt "
+"sont indiqués dans le [member breakpoint_gutter]."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], hides the line of the specified index."
@@ -74983,10 +77090,13 @@ msgid ""
"This will show the line number with the color provided in the "
"[code]safe_line_number_color[/code] theme property."
msgstr ""
+"Si [code]true[/code], marque la [code]line[/code] comme sûre.\n"
+"Cela montrera le numéro de ligne avec la couleur fournie dans la propriété "
+"[code]safe_line_number_color[/code] du thème."
#: doc/classes/TextEdit.xml
msgid "Toggle the folding of the code block at the given line."
-msgstr ""
+msgstr "Réduit le bloc de code à la ligne donnée."
#: doc/classes/TextEdit.xml
msgid "Perform undo operation."
@@ -75001,6 +77111,8 @@ msgid ""
"Unhide all lines that were previously set to hidden by [method "
"set_line_as_hidden]."
msgstr ""
+"Ré-affiche toutes les lignes qui étaient précédemment cachées par [method "
+"set_line_as_hidden]."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the bookmark gutter is visible."
@@ -75024,6 +77136,10 @@ msgid ""
"before displaying the context menu.\n"
"If [code]false[/code], the context menu disregards mouse location."
msgstr ""
+"Si [code]true[/code], un clic droit déplace le curseur à la position de la "
+"souris avant d'afficher le menu contextuel.\n"
+"Si [code]false[/code], la position du menu contextuel ignore l'emplacement "
+"de la souris."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], a right-click displays the context menu."
@@ -75031,7 +77147,7 @@ msgstr "Si [code]true[/code], un clic droit affiche le menu contextuel."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
-msgstr ""
+msgstr "Si [code]true[/code], permet le déposé-glissé du texte sélectionné."
#: doc/classes/TextEdit.xml
msgid ""
@@ -75056,6 +77172,8 @@ msgid ""
"If [code]true[/code], all lines that have been set to hidden by [method "
"set_line_as_hidden], will not be visible."
msgstr ""
+"Si [code]true[/code], toutes les lignes qui ont été cachées par [method "
+"set_line_as_hidden] ne seront pas visibles."
#: doc/classes/TextEdit.xml
msgid ""
@@ -75103,12 +77221,17 @@ msgid ""
"If there is a horizontal scrollbar, this determines the current horizontal "
"scroll value in pixels."
msgstr ""
+"S'il y a une barre de défilement horizontale, cela détermine le décalage de "
+"défilement horizontal actuel en pixels."
#: doc/classes/TextEdit.xml
msgid ""
"If there is a vertical scrollbar, this determines the current vertical "
"scroll value in line numbers, starting at 0 for the top line."
msgstr ""
+"S'il y a une barre de défilement verticale, cela détermine le décalage de "
+"défilement vertical actuel en nombres de lignes, en commençant par 0 pour la "
+"ligne du haut."
#: doc/classes/TextEdit.xml
msgid ""
@@ -75116,29 +77239,39 @@ msgid ""
"If [code]false[/code], text can not be selected by the user or by the "
"[method select] or [method select_all] methods."
msgstr ""
+"Si [code]true[/code], le texte peut être sélectionné.\n"
+"Si [code]false[/code], le texte ne peut pas être sélectionné par "
+"l'utilisateur ou par les méthodes [method select] ou [method select_all]."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], shortcut keys for context menu items are enabled, even "
"if the context menu is disabled."
msgstr ""
+"Si [code]true[/code], les touches de raccourcies pour les éléments de menu "
+"contextuel sont activées, même si le menu contextuel est désactivé."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], line numbers are displayed to the left of the text."
msgstr ""
+"Si [code]true[/code], les numéros de ligne sont affichés à gauche du texte."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], sets the [code]step[/code] of the scrollbars to "
"[code]0.25[/code] which results in smoother scrolling."
msgstr ""
+"Si [code]true[/code], définit le [code]step[/code] des barres de défilement "
+"à [code]0.25[/code] qui permet de défiler plus facilement."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], any custom color properties that have been set for "
"this [TextEdit] will be visible."
msgstr ""
+"Si [code]true[/code], toutes les propriétés de couleur personnalisées qui "
+"ont été définies pour ce [TextEdit] seront visibles."
#: doc/classes/TextEdit.xml
msgid "String value of the [TextEdit]."
@@ -75153,6 +77286,8 @@ msgid ""
"If [code]true[/code], enables text wrapping when it goes beyond the edge of "
"what is visible."
msgstr ""
+"Si [code]true[/code], permet le retour à la ligne quand le texte dépasse ce "
+"qui est visible."
#: doc/classes/TextEdit.xml
msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
@@ -75228,6 +77363,8 @@ msgid ""
"Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be "
"enabled."
msgstr ""
+"Définit la [Color] des points d'arrêt. [member breakpoint_gutter] doit être "
+"activé."
#: doc/classes/TextEdit.xml
msgid "Sets the font [Color]."
@@ -75353,18 +77490,28 @@ msgid ""
"canvas_item_add_texture_rect] with a rect at [code]position[/code] and the "
"size of this [Texture]."
msgstr ""
+"Dessine la texture en utilisant un [CanvasItem] avec l'API du [VisualServer] "
+"à la [code]position[/code] spécifiée. Équivalent à [method VisualServer."
+"canvas_item_add_texture_rect] avec un rectangle à [code]position[/code] et "
+"la taille de cette [Texture]."
#: doc/classes/Texture.xml
msgid ""
"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
msgstr ""
+"Dessine la texture en utilisant un [CanvasItem] avec l'API du "
+"[VisualServer]. Équivalent à [method VisualServer."
+"canvas_item_add_texture_rect]."
#: doc/classes/Texture.xml
msgid ""
"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
msgstr ""
+"Dessine une partie de la texture en utilisant un [CanvasItem] avec l'API du "
+"[VisualServer]. Équivalent à [method VisualServer."
+"canvas_item_add_texture_rect_region]."
#: doc/classes/Texture.xml
msgid ""
@@ -75389,12 +77536,16 @@ msgstr "Renvoie la largeur de texture."
#: doc/classes/Texture.xml
msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
msgstr ""
+"Retourne [code]true[/code] si cette [Texture] a une transparence (canal "
+"alpha)."
#: doc/classes/Texture.xml
msgid ""
"The texture's [enum Flags]. [enum Flags] are used to set various properties "
"of the [Texture]."
msgstr ""
+"Les [enum Flags] de la texture. [enum Flags] sont utilisés pour définir "
+"différentes propriétés de la [Texture]."
#: doc/classes/Texture.xml
msgid ""
@@ -75418,10 +77569,14 @@ msgid ""
"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
"repetition."
msgstr ""
+"Répète la texture (au lieu de la limiter aux bords).\n"
+"[b]Note :[/b] Ignoré avec les [AtlasTexture] puisqu'ils ne supportent pas la "
+"répétition."
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
msgstr ""
+"Utilise un filtre grossissant, pour permettre un zoom lisse sur la texture."
#: doc/classes/Texture.xml doc/classes/TextureLayered.xml
#: doc/classes/VisualServer.xml
@@ -75430,6 +77585,10 @@ msgid ""
"texture with different aspect ratios.\n"
"This results in better-looking textures when viewed from oblique angles."
msgstr ""
+"Utilise le filtrage de mipmap anisotrope. Génère des versions plus petites "
+"de la même texture avec différents ratios d'aspect.\n"
+"Cela donne des textures plus jolies lorsqu'elles sont vues à partir d'angles "
+"obliques."
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Converts the texture to the sRGB color space."
@@ -75441,6 +77600,9 @@ msgid ""
"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
"repetition."
msgstr ""
+"Répète la texture avec en alternant des sections en miroir.\n"
+"[b]Note :[/b] Ignoré avec les [AtlasTexture] puisqu'ils ne supportent pas la "
+"répétition."
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Texture is a video surface."
@@ -75448,7 +77610,7 @@ msgstr "La texture est une surface vidéo."
#: doc/classes/Texture3D.xml
msgid "Texture with 3 dimensions."
-msgstr ""
+msgstr "Une texture à 3 dimensions."
#: doc/classes/Texture3D.xml
msgid ""
@@ -75641,6 +77803,8 @@ msgid ""
"Texture to display by default, when the node is [b]not[/b] in the disabled, "
"focused, hover or pressed state."
msgstr ""
+"La texture à afficher par défault, quand le nœud n'est [b]pas[/b] dans "
+"l'état désactivé, avec focus, survolé or pressé."
#: doc/classes/TextureButton.xml
msgid ""
@@ -75648,6 +77812,9 @@ msgid ""
"focus and the player presses the Enter key or if the player presses the "
"[member BaseButton.shortcut] key."
msgstr ""
+"La texture à afficher quand la souris appuie sur le nœud, si quand le nœud a "
+"le focus du clavier et que l'utilisateur appuie sur la touche Entrée, ou "
+"quand l'utilisateur appuie sur la touche [member BaseButton.shortcut]."
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid "Scale to fit the node's bounding rectangle."
@@ -76032,39 +78199,57 @@ msgid "Clears all values on the theme."
msgstr "Efface toutes les valeurs de ce thème."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Retourne le [code]enter_cost[/code] de cette [code]region[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"La constante mathématique [code]e[/code], la base du logarithme népérien : "
+"[code]2.718282[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Crée un BitmapFont depuis le fichier [code]*.fnt[/code] à l'emplacement "
+"[code]path[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
+"Définit le périphérique à l'index [code]index[/code] dans la liste des "
+"périphériques découverts à [code]device[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Définit un [code]title[/code] pour l'onglet à la position [code]tab_idx[/"
+"code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -76081,15 +78266,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr "Définit les valeurs du thème à partir d'une copie d'un thème donné."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Retourne le [code]enter_cost[/code] de cette [code]region[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -76099,15 +78286,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Retourne le [code]enter_cost[/code] de cette [code]region[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -76119,16 +78307,21 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
+"Retourne l'entrée de métadonnées de l'objet [code]name[/code] spécifié.\n"
+"Affiche une erreur si l'entrée n'existe pas, sauf si [code]default[/code] "
+"n'est pas [code]null[/code] (dans quel cas la valeur par défaut sera "
+"retournée)."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -76138,15 +78331,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
+"Retourne le nom de la propriété à [code]prop_idx[/code] pour le nœud à "
+"[code]idx[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -76158,17 +78354,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -76181,9 +78379,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -76191,8 +78389,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -76207,7 +78405,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -76223,21 +78421,28 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Retourne [code]true[/code] si la [Color] nommée [code]name[/code] est dans "
"[code]node_type[/code].\n"
"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -76246,35 +78451,52 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
"[code]node_type[/code].\n"
"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retourne [code]true[/code] si la [Color] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -76301,88 +78523,112 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Retourne [code]true[/code] si la [Color] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Retourne [code]true[/code] si la [Color] nommée [code]name[/code] est dans "
+"[code]node_type[/code].\n"
+"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -76699,7 +78945,6 @@ msgid "If [code]true[/code], this TileMap bakes a navigation region."
msgstr ""
#: doc/classes/TileMap.xml
-#, fuzzy
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr "Si [code]true[/code], les UV de la cellule seront limités."
@@ -78183,7 +80428,6 @@ msgid "Control to show a tree of items."
msgstr "Un contrôle pour afficher l'arborescence d'éléments."
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
@@ -79099,6 +81343,9 @@ msgid ""
"using [method get_metadata]. This can be used, for example, to store a "
"reference to the original data."
msgstr ""
+"Définit la valeur des métadonnées pour la colonne donnée, qui peut être "
+"récupérée ultérieurement en utilisant [method get_metadata]. Cela peut être "
+"utilisé, par exemple, pour stocker une référence aux données d'origine."
#: doc/classes/TreeItem.xml
msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
@@ -79111,6 +81358,10 @@ msgid ""
"If [code]expr[/code] is [code]true[/code], the edit mode slider will use an "
"exponential scale as with [member Range.exp_edit]."
msgstr ""
+"Définit la gamme de valeurs acceptées pour une colonne. La colonne doit être "
+"dans le mode [constant CELL_MODE_RANGE].\n"
+"Si [code]expr[/code] est [code]true[/code], le glisseur d'édition utilisera "
+"une échelle exponentielle comme avec [member Range.exp_edit]."
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the given column is selectable."
@@ -79121,6 +81372,8 @@ msgid ""
"Sets a string to be shown after a column's value (for example, a unit "
"abbreviation)."
msgstr ""
+"Définit un texte à afficher après la valeur d'une colonne (par exemple, une "
+"abréviation d'unité)."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's text value."
@@ -79131,6 +81384,8 @@ msgid ""
"Sets the given column's text alignment. See [enum TextAlign] for possible "
"values."
msgstr ""
+"Définit l'alignement du texte de la colonne donnée. Voir [enum TextAlign] "
+"pour les valeurs possibles."
#: doc/classes/TreeItem.xml
msgid "Sets the given column's tooltip text."
@@ -79240,6 +81495,15 @@ msgid ""
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
+"Suit la méthode [code]method[/code] de [code]object[/code] et applique la "
+"valeur retournée sur la méthode [code]target_method[/code] de [code]target[/"
+"code], en partant de [code]initial_val[/code] pendant [code]duration[/code] "
+"secondes, après [code]delay[/code] secondes. Les méthodes sont appelées avec "
+"des valeurs consécutives.\n"
+"Utilisez [enum TransitionType] pour le paramètres [code]trans_type[/code] et "
+"[enum EaseType] pour [code]ease_type[/code]. Ces valeurs contrôlent le "
+"comportement et la direction de l'interpolation. Voir la description de la "
+"classe pour plus d'informations."
#: doc/classes/Tween.xml
msgid ""
@@ -79252,6 +81516,14 @@ msgid ""
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
+"Suit la propriété [code]property[/code] de [code]object[/code] et applique "
+"la valeur retournée sur la propriété [code]target_property[/code] de "
+"[code]target[/code], en partant de [code]initial_val[/code] pendant "
+"[code]duration[/code] secondes, après [code]delay[/code] secondes.\n"
+"Utilisez [enum TransitionType] pour le paramètres [code]trans_type[/code] et "
+"[enum EaseType] pour [code]ease_type[/code]. Ces valeurs contrôlent le "
+"comportement et la direction de l'interpolation. Voir la description de la "
+"classe pour plus d'informations."
#: doc/classes/Tween.xml
msgid ""
@@ -79259,6 +81531,10 @@ msgid ""
"one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, "
"as by that time all tweens would have finished."
msgstr ""
+"Retourne le temps total nécessaire pour que tous les tweens finissent. Si "
+"vous avez deux tweens, un de 10 secondes et les 20 autres secondes, il sera "
+"retourné 20 secondes, car c'est la durée nécessaire pour que tous les tweens "
+"se terminent."
#: doc/classes/Tween.xml
msgid ""
@@ -79277,6 +81553,10 @@ msgid ""
"[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
"callback."
msgstr ""
+"Appelle la méthode [code]callback[/code] de [code]object[/code] après "
+"[code]duration[/code] sur le fil d'exécution principal (similaire à [method "
+"Object.call_deferred]). [code]arg1[/code]-[code]arg5[/code] sont les "
+"arguments à passer lors de l'appel."
#: doc/classes/Tween.xml
msgid ""
@@ -79289,6 +81569,14 @@ msgid ""
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
+"Anime la méthode [code]method[/code] de [code]object[/code] de "
+"[code]initial_val[/code] jusqu'à [code]final_val[/code] pendant "
+"[code]duration[/code] secondes, après [code]delay[/code] secondes. Les "
+"méthodes sont appelées avec des valeurs consécutives.\n"
+"Utilisez [enum TransitionType] pour le paramètres [code]trans_type[/code] et "
+"[enum EaseType] pour [code]ease_type[/code]. Ces valeurs contrôlent le "
+"comportement et la direction de l'interpolation. Voir la description de la "
+"classe pour plus d'informations."
#: doc/classes/Tween.xml
msgid ""
@@ -79301,12 +81589,23 @@ msgid ""
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
+"Anime la propriété [code]property[/code] de [code]object[/code] de "
+"[code]initial_val[/code] jusqu'à [code]final_val[/code] pendant "
+"[code]duration[/code] secondes, après [code]delay[/code] secondes. Définir "
+"la valeur initiale à [code]null[/code] utilise l'actuelle valeur de la "
+"propriété.\n"
+"Utilisez [enum TransitionType] pour le paramètres [code]trans_type[/code] et "
+"[enum EaseType] pour [code]ease_type[/code]. Ces valeurs contrôlent le "
+"comportement et la direction de l'interpolation. Voir la description de la "
+"classe pour plus d'informations."
#: doc/classes/Tween.xml
msgid ""
"Returns [code]true[/code] if any tweens are currently running.\n"
"[b]Note:[/b] This method doesn't consider tweens that have ended."
msgstr ""
+"Retourne [code]true[/code] si des tweens sont en cours d'exécution.\n"
+"[b]Note :[/b] Cette méthode ne tient pas compte des tweens qui sont terminés."
#: doc/classes/Tween.xml
msgid ""
@@ -79314,6 +81613,9 @@ msgid ""
"pair. By default, all tweens are removed, unless [code]key[/code] is "
"specified."
msgstr ""
+"Arrête l'animation et supprime un tween, compte tenu de son objet et de ses "
+"propriétés/méthodes. Par défaut, tous les tweens sont supprimés, sauf si "
+"[code]key[/code] est spécifié."
#: doc/classes/Tween.xml
msgid "Stops animation and removes all tweens."
@@ -79325,6 +81627,9 @@ msgid ""
"tween), given its object and property/method pair. By default, all tweens "
"are reset, unless [code]key[/code] is specified."
msgstr ""
+"Réinitialise un tween à sa valeur initiale (celle donnée, pas celle avant le "
+"tween), en donnant son objet et ses propriétés/méthodes. Par défaut, tous "
+"les tweens sont réinitialisés, sauf si [code]key[/code] est spécifié."
#: doc/classes/Tween.xml
msgid ""
@@ -79340,6 +81645,9 @@ msgid ""
"pair. By default, all tweens are resumed, unless [code]key[/code] is "
"specified."
msgstr ""
+"Continue d'animer un tween arrêté, à partir de son objet et des propriétés/"
+"méthodes. Par défaut, tous les tweens sont repris, sauf si [code]key[/code] "
+"est spécifié."
#: doc/classes/Tween.xml
msgid "Continues animating all stopped tweens."
@@ -79360,12 +81668,15 @@ msgstr ""
#: doc/classes/Tween.xml
msgid "Starts the tween. You can define animations both before and after this."
msgstr ""
+"Lance le tween. Vous pouvez définir des animations avant et après cela."
#: doc/classes/Tween.xml
msgid ""
"Stops a tween, given its object and property/method pair. By default, all "
"tweens are stopped, unless [code]key[/code] is specified."
msgstr ""
+"Arrête un tween, à partir de son objet et de ses propriétés/méthodes. Par "
+"défaut, tous les tweens sont arrêtés, sauf si [code]key[/code] est spécifié."
#: doc/classes/Tween.xml
msgid "Stops animating all tweens."
@@ -79382,6 +81693,15 @@ msgid ""
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
+"Anime la méthode [code]method[/code] de [code]object[/code] et applique la "
+"valeur retournée sur la méthode [code]initial_method[/code] jusqu'à "
+"[code]final_val[/code] pendant [code]duration[/code] secondes, après "
+"[code]delay[/code] secondes. Les méthodes sont animées en les appelant avec "
+"des valeurs consécutives.\n"
+"Utilisez [enum TransitionType] pour le paramètres [code]trans_type[/code] et "
+"[enum EaseType] pour [code]ease_type[/code]. Ces valeurs contrôlent le "
+"comportement et la direction de l'interpolation. Voir la description de la "
+"classe pour plus d'informations."
#: doc/classes/Tween.xml
msgid ""
@@ -79394,6 +81714,14 @@ msgid ""
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
+"Anime la propriété [code]property[/code] de [code]object[/code] et applique "
+"la valeur retournée par la propriété [code]initial_val[/code] de "
+"[code]initial[/code] jusqu'à [code]final_val[/code] pendant [code]duration[/"
+"code] secondes, après [code]delay[/code] secondes.\n"
+"Utilisez [enum TransitionType] pour le paramètres [code]trans_type[/code] et "
+"[enum EaseType] pour [code]ease_type[/code]. Ces valeurs contrôlent le "
+"comportement et la direction de l'interpolation. Voir la description de la "
+"classe pour plus d'informations."
#: doc/classes/Tween.xml
msgid "Returns the current time of the tween."
@@ -79411,6 +81739,11 @@ msgid ""
"code] for half of the normal speed. A value of [code]0[/code] pauses the "
"animation, but see also [method set_active] or [method stop_all] for this."
msgstr ""
+"Le multiplicateur de la vitesse du tween. Par exemple, [code]1.0[/code] "
+"définit une vitesse normale, [code]2.0[/code] deux fois que la vitesse "
+"normale, et [code]0.5[/code] la moitié de la vitesse normale. Une valeur de "
+"[code]0[/code] met en pause l'animation, mais voir aussi [method set_active] "
+"ou [method stop_all] pour cela."
#: doc/classes/Tween.xml
msgid "If [code]true[/code], the tween loops."
@@ -79527,6 +81860,7 @@ msgstr ""
#: doc/classes/Tweener.xml
msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
msgstr ""
+"Une classe abstraite pour tous les Tweener utilisés par [SceneTreeTween]."
#: doc/classes/Tweener.xml
msgid ""
@@ -79535,6 +81869,10 @@ msgid ""
"can't be created manually, you need to use a dedicated method from "
"[SceneTreeTween]."
msgstr ""
+"Les tweeners sont des objets qui effectuent une tâche d'animation "
+"spécifique, par exemple interpoler une propriété ou appeler une méthode à un "
+"moment donné. Un [Tweener] ne peut pas être créé manuellement, vous devez "
+"utiliser une méthode dédiée de [SceneTreeTween]."
#: doc/classes/Tweener.xml
msgid "Emitted when the [Tweener] has just finished its job."
@@ -79675,6 +82013,10 @@ msgid ""
"can optionally specify a [code]bind_address[/code] to only listen for "
"packets sent to that address. See also [method PacketPeerUDP.listen]."
msgstr ""
+"Démarre le serveur en ouvrant un socket UDP écoutant du port donné. Vous "
+"pouvez en option spécifier une [code]bind_address[/code] pour seulement "
+"écouter les paquets envoyés à cette adresse. Voir aussi [method "
+"PacketPeerUDP.listen]."
#: doc/classes/UDPServer.xml
msgid ""
@@ -79795,6 +82137,7 @@ msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a method that will be called when the action is committed."
msgstr ""
+"Enregistre une méthode qui sera appelée lorsque l'action sera exécutée."
#: doc/classes/UndoRedo.xml
msgid "Register a property value change for \"do\"."
@@ -79806,6 +82149,9 @@ msgid ""
"lost. This is useful mostly for new nodes created for the \"do\" call. Do "
"not use for resources."
msgstr ""
+"Enregistre une référence pour \"faire\" qui sera effacée si l'historique de "
+"\"faire\" est perdue. Ceci est utile surtout pour les nouveaux nœuds créés "
+"avec l'appel \"faire\". Ne pas l'utiliser pour les ressources."
#: doc/classes/UndoRedo.xml
msgid "Register a method that will be called when the action is undone."
@@ -79821,6 +82167,9 @@ msgid ""
"history is lost. This is useful mostly for nodes removed with the \"do\" "
"call (not the \"undo\" call!)."
msgstr ""
+"Enregistre une référence pour \"annuler\" qui sera effacée si l'historique "
+"\"annuler\" est perdue. Ceci est utile surtout pour les nœuds retirés avec "
+"l'appel \"faire\" (et non pas l'appel \"annuler\" !)."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -79828,12 +82177,17 @@ msgid ""
"Passing [code]false[/code] to [code]increase_version[/code] will prevent the "
"version number to be increased from this."
msgstr ""
+"Efface l'historique annuler/refaire et les références associées.\n"
+"Passez [code]false[/code] pour [code]increase_version[/code] pour empêcher "
+"le numéro de version d'être augmenté suite à ça."
#: doc/classes/UndoRedo.xml
msgid ""
"Commit the action. All \"do\" methods/properties are called/set when this "
"function is called."
msgstr ""
+"Exécute l'action. Toutes les méthodes et propriétés \"faire\" sont appelées/"
+"définies lorsque cette fonction est appelée."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -79844,6 +82198,12 @@ msgid ""
"The way actions are merged is dictated by the [code]merge_mode[/code] "
"argument. See [enum MergeMode] for details."
msgstr ""
+"Crée une nouvelle action. Une fois appelé, faites tous vos appels avec "
+"[method add_do_method], [method add_undo_method], [method add_do_property], "
+"et [method add_undo_property], puis exécutez l'action avec [method "
+"commit_action].\n"
+"La façon dont les actions sont fusionnées est défini par l'argument "
+"[code]merge_mode[/code]. Voir [enum MergeMode] pour plus de détails."
#: doc/classes/UndoRedo.xml
msgid "Gets the name of the current action."
@@ -79855,6 +82215,10 @@ msgid ""
"version number is increased automatically.\n"
"This is useful mostly to check if something changed from a saved version."
msgstr ""
+"Retourne la version. Chaque fois qu'une nouvelle action est engagée, le "
+"numéro de version du [UndoRedo] est augmenté automatiquement.\n"
+"Ceci est surtout utile pour vérifier si quelque chose a changé par rapport à "
+"une version sauvegardée."
#: doc/classes/UndoRedo.xml
msgid ""
@@ -79862,6 +82226,9 @@ msgid ""
"action, i.e. running its \"do\" method or property change (see [method "
"commit_action])."
msgstr ""
+"Retourne [code]true[/code] si le [UndoRedo] engage actuellement l'action, "
+"c'est-à-dire en exécutant sa méthode « faire » ou son changement de "
+"propriété (voir [method commit_action])."
#: doc/classes/UndoRedo.xml
msgid "Redo the last action."
@@ -79887,27 +82254,34 @@ msgid ""
"and the \"undo\" operation is from the last subsequent action with the same "
"name."
msgstr ""
+"Fait de sorte que l'opération action suivante \"faire\" est de la première "
+"action créée, et que l'opération \"annuler\" est de l'action suivante avec "
+"le même nom."
#: doc/classes/UndoRedo.xml
msgid "Makes subsequent actions with the same name be merged into one."
msgstr "Fusionne les actions suivantes avec le même nom dans une seule."
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
-msgstr "Les fonctions de réseau UPNP."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
+msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -79920,7 +82294,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -79949,62 +82323,40 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
-msgstr ""
-"Fournis un fonctionnalité UPNP pour découvrir des appareils [UPNPDevice] sur "
-"le réseau local et lancer des commandes sur eux, comme la gestion des ports "
-"(port forwarding) et requêter les adresses IP locales et distantes. À noter "
-"que les méthodes de cette classe sont synchrones et bloquent le fil "
-"d'exécution que les appelle.\n"
-"Pour le forward d'un port :\n"
-"[codeblock]\n"
-"const PORT = 7777\n"
-"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
"[/codeblock]\n"
-"Pour fermer le port spécifié (ex. après avoir fini de l'utiliser) :\n"
-"[codeblock]\n"
-"upnp.delete_port_mapping(port)\n"
-"[/codeblock]\n"
-"[b]Note :[/b] la découverte UPnP bloque le fil d'exécution que l'appelle. "
-"Pour ne pas bloquer le fil d'exécution principal, utilisez les [Thread] "
-"comme ceci :\n"
-"[codeblock]\n"
-"# Émis quand la configuration d'un port UPnP est fini (peu importe si c'est "
-"un succès ou un échec).\n"
-"signal upnp_completed(error)\n"
-"\n"
-"# Remplacer ceci avec le port de votre serveur compris entre 1025 et 65535.\n"
-"const SERVER_PORT = 3928\n"
-"var thread = null\n"
-"\n"
-"func _upnp_setup(server_port):\n"
-" # Les requêtes UPNP prennent un peu de temps\n"
-" var upnp = UPNP.new()\n"
-" var err = upnp.discover()\n"
-"\n"
-" if err != OK:\n"
-" push_error(str(err))\n"
-" emit_signal(\"upnp_completed\", err)\n"
-" return\n"
-"\n"
-" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
-" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
-"get_setting(\"application/config/name\"), \"UDP\")\n"
-" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
-"get_setting(\"application/config/name\"), \"TCP\")\n"
-" emit_signal(\"upnp_completed\", OK)\n"
-"\n"
-"func _ready():\n"
-" thread = Thread.new()\n"
-" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
-"\n"
-"func _exit_tree():\n"
-" # Attendre ici que le fil d'exécution se termine avant que le jeu ne "
-"quitte.\n"
-" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
+msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
@@ -80013,22 +82365,35 @@ msgstr "Ajouter le [UPNPDevice] spécifié à la liste des appareils découverts
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -80041,8 +82406,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -80055,6 +82422,13 @@ msgid ""
"this if you know what you're doing.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
+"Découvre les [UPNPDevice] locaux. Efface la liste des appareils précédemment "
+"découverts.\n"
+"Filtres pour les appareils de type IGD (InternetGatewayDevice) par défaut, "
+"comme ceux gèrent le suivi de port. [code]timeout[/code] est la durée "
+"d'attente des réponses en millisecondes. [code]ttl[/code] est le temps "
+"laissé à vivre; changez-le seulement si vous savez ce que vous faites.\n"
+"Voir [enum UPNPResult] pour les valeurs retournées possibles."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
@@ -80070,12 +82444,16 @@ msgid ""
"Returns the default gateway. That is the first discovered [UPNPDevice] that "
"is also a valid IGD (InternetGatewayDevice)."
msgstr ""
+"Retourne la passerelle par défaut. Il s'agit du premier [UPNPDevice] "
+"découvert qui est également un IGD (InternetGatewayDevice) valide."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Returns the external [IP] address of the default gateway (see [method "
"get_gateway]) as string. Returns an empty string on error."
msgstr ""
+"Retourne l'adresse [IP] externe de la passerelle par défaut (voir [method "
+"get_gateway]) en tant que chaîne. Retourne une chaîne vide en cas d'erreur."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -80104,12 +82482,18 @@ msgid ""
"the source port 1900 (same as destination port). Otherwise, the value will "
"be used as the port."
msgstr ""
+"Si [code]0[/code], le port local à utiliser pour la découverte est choisi "
+"automatiquement par le système. Si [code]1[/code], la découverte sera faite "
+"à partir du port source 1900 (même comme port de destination.) Sinon, la "
+"valeur sera utilisée comme port."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Multicast interface to use for discovery. Uses the default multicast "
"interface if empty."
msgstr ""
+"L'interface multicast à utiliser pour la découverte. Utilise l'interface "
+"multicast par défaut si vide."
#: modules/upnp/doc_classes/UPNP.xml
msgid "UPNP command or discovery was successful."
@@ -80120,12 +82504,16 @@ msgid ""
"Not authorized to use the command on the [UPNPDevice]. May be returned when "
"the user disabled UPNP on their router."
msgstr ""
+"Non autorisé à utiliser la commande sur le [UPNPDevice]. Peut être retourné "
+"lorsque l'utilisateur a désactivé UPNP sur son routeur."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No port mapping was found for the given port, protocol combination on the "
"given [UPNPDevice]."
msgstr ""
+"Aucune carte des ports n'a été trouvée pour le port donné, la combinaison de "
+"protocole sur le [UPNPDevice] donné."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Inconsistent parameters."
@@ -80136,6 +82524,8 @@ msgid ""
"No such entry in array. May be returned if a given port, protocol "
"combination is not found on an [UPNPDevice]."
msgstr ""
+"Pas d'entrée dans le tableau. Peut être retourné si pour un port donné, la "
+"combinaison de protocole n'est pas trouvée sur un [UPNPDevice]."
#: modules/upnp/doc_classes/UPNP.xml
msgid "The action failed."
@@ -80145,6 +82535,7 @@ msgstr "L’action a échoué."
msgid ""
"The [UPNPDevice] does not allow wildcard values for the source IP address."
msgstr ""
+"Le [UPNPDevice] ne permet pas les valeurs joker pour l'adresse IP source."
#: modules/upnp/doc_classes/UPNP.xml
msgid "The [UPNPDevice] does not allow wildcard values for the external port."
@@ -80169,6 +82560,8 @@ msgid ""
"No port maps are available. May also be returned if port mapping "
"functionality is not available."
msgstr ""
+"Aucune carte de ports n'est disponible. Peut également être retourné si la "
+"fonctionnalité de carte des ports n'est pas disponible."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -80176,10 +82569,13 @@ msgid ""
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
"existing one."
msgstr ""
+"Est en conflit avec un autre mécanisme. Peut être retourné au lieu de "
+"[constant UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] si une carte des ports "
+"est en conflit avec une carte existante."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Conflict with an existing port mapping."
-msgstr ""
+msgstr "Est en conflit avec une carte des ports existante."
#: modules/upnp/doc_classes/UPNP.xml
msgid "External and internal port values must be the same."
@@ -80190,6 +82586,8 @@ msgid ""
"Only permanent leases are supported. Do not use the [code]duration[/code] "
"parameter when adding port mappings."
msgstr ""
+"Seuls les baux permanents sont pris en charge. N'utilisez pas le paramètre "
+"[code]duration[/code] lors de l'ajout de carte des ports."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid gateway."
@@ -80236,29 +82634,41 @@ msgid ""
"No gateway available. You may need to call [method discover] first, or "
"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
msgstr ""
+"Aucune passerelle disponible. Vous pouvez avoir besoin d'appeler [method "
+"discover] d'abord, ou la découverte n'a pas détecté de IGD "
+"(InternetGatewayDevices) valide."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No devices available. You may need to call [method discover] first, or "
"discovery didn't detect any valid [UPNPDevice]s."
msgstr ""
+"Aucun appareil disponible. Vous pouvez avoir besoin d'appeler [method "
+"discover] d'abord, ou la découverte n'a pas détecté des [UPNPDevice] valides."
#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
msgid "Unknown error."
msgstr "Erreur inconnue."
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
-msgstr "Périphérique UPNP."
+msgid "Universal Plug and Play (UPnP) device."
+msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
+#, fuzzy
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
+"Un appareil UPNP. Voir [UPNP] pour les fonctions UPNP de découverte et "
+"utilitaires. Fournit un accès de bas niveau aux commandes UPNP. Permet de "
+"gérer les cartes de ports (suivi de port) et de demander des informations "
+"réseau sur l'appareil (comme l'adresse IP locale et externe, et le statut). "
+"Notez que les méthodes de cette classe sont synchrones et bloquent le fil "
+"d'exécution dans lequel ces méthodes sont appelées."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
@@ -80266,30 +82676,36 @@ msgid ""
"for the given protocol to the local machine. See [method UPNP."
"add_port_mapping]."
msgstr ""
+"Ajoute une carte des ports pour faire passer le port externe donné sur ce "
+"[UPNPDevice] pour le protocole donné à la machine locale. Voir [method UPNP."
+"add_port_mapping]."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Deletes the port mapping identified by the given port and protocol "
"combination on this device. See [method UPNP.delete_port_mapping]."
msgstr ""
+"Supprime la carte des ports identifiée par la combinaison de ports et le "
+"protocole donnée sur cet appareil. Voir [method UPNP.delete_port_mapping]."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
+"Retourne [code]true[/code] si c'est un IGD (InternetGatewayDevice) valide "
+"qui supporte potentiellement le suivi de port."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Returns the external IP address of this [UPNPDevice] or an empty string."
-msgstr ""
+msgstr "Retourne l'adresse IP externe de ce [UPNPDevice], ou une chaîne vide."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "URL to the device description."
msgstr "URL de la description de l’appareil."
#: modules/upnp/doc_classes/UPNPDevice.xml
-#, fuzzy
msgid "IDG control URL."
msgstr "URL de contrôle IDG."
@@ -80475,6 +82891,8 @@ msgstr ""
msgid ""
"Returns a new vector with all components in absolute values (i.e. positive)."
msgstr ""
+"Retourne un nouveau vecteur avec tous les composants en valeurs absolues "
+"(c'est-à-dire toujours positif)."
#: doc/classes/Vector2.xml
msgid ""
@@ -80496,6 +82914,9 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
+"Retourne l'angle au vecteur donné, en radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to.png]Illustration de l'angle retourné.[/url]"
#: doc/classes/Vector2.xml
msgid ""
@@ -80504,6 +82925,10 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
+"Retourne l'angle entre la ligne reliant les deux points et l'axe X, en "
+"radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
+"vector2_angle_to_point.png]Illustration de l'angle retourné.[/url]"
#: doc/classes/Vector2.xml
msgid ""
@@ -80524,6 +82949,7 @@ msgid ""
"Returns a new vector with all components rounded up (towards positive "
"infinity)."
msgstr ""
+"Retourne un nouveau vecteur avec tous les composants arrondis (vers +infini)."
#: doc/classes/Vector2.xml
msgid ""
@@ -80555,12 +82981,18 @@ msgid ""
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
+"Fait une interpolation cubique entre ce vecteur et [code]b[/code] en "
+"utilisant [code]pre_a[/code] et [code]post_b[/code] comme poignées, et "
+"retourne le résultat suivant [code]weight[/code]. [code]weight[/code] est "
+"dans l'intervalle de 0,0 à 1,0, représentant la quantité interpolée."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the normalized vector pointing from this vector to [code]b[/code]. "
"This is equivalent to using [code](b - a).normalized()[/code]."
msgstr ""
+"Retourne le vecteur normalisé de ce vecteur en direction de [code]b[/code]. "
+"Ceci est équivalent à l'utilisation [code]b - a).normalized()[/code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80568,6 +83000,10 @@ msgid ""
"This method runs faster than [method distance_to], so prefer it if you need "
"to compare vectors or need the squared distance for some formula."
msgstr ""
+"Retourne la distance entre ce vecteur et [code]b[/code].\n"
+"Cette méthode est plus rapide que [method distance_to], alors préfèrez-le si "
+"vous avez besoin de comparer des vecteurs ou besoin de la distance carrée "
+"pour une formule."
#: doc/classes/Vector2.xml
msgid "Returns the distance between this vector and [code]to[/code]."
@@ -80593,6 +83029,8 @@ msgid ""
"Returns a new vector with all components rounded down (towards negative "
"infinity)."
msgstr ""
+"Retourne un nouveau vecteur avec tous les composants arrondis à la valeur "
+"inférieur (vers -infini)."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80622,6 +83060,10 @@ msgid ""
"This method runs faster than [method length], so prefer it if you need to "
"compare vectors or need the squared distance for some formula."
msgstr ""
+"Retourne la longeur (magnitude) au carré de ce vecteur.\n"
+"Cette méthode est plus rapide que [method length] donc préférez-le si vous "
+"devez comparer des vecteurs ou avoir besoin de la distance carrée pour "
+"certaines formules."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80637,6 +83079,9 @@ msgid ""
"[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the "
"range of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
+"Retourne le résultat de l'interpolation linéaire entre ce vecteur et "
+"[code]to[/code] par la quantité [code]weight[/code]. [code]weight[/code] est "
+"compris entre 0,0 et 1,0, représentant la quantité d'interpolation."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80651,18 +83096,24 @@ msgid ""
"Returns the vector scaled to unit length. Equivalent to [code]v / v.length()"
"[/code]."
msgstr ""
+"Retourne le vecteur de longueur unitaire. Équivalent à [code]v / v.length()[/"
+"code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
"components and [code]mod[/code]."
msgstr ""
+"Retourne un vecteur composé de [method @GDScript.fposmod] de ces composants "
+"vectoriels et [code]mod[/code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
"components and [code]modv[/code]'s components."
msgstr ""
+"Retourne un vecteur composé de [method @GDScript.fposmod] de ces composants "
+"vectoriels et [code]modv[/code])."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns this vector projected onto the vector [code]b[/code]."
@@ -80673,14 +83124,16 @@ msgid ""
"Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
"defined by the given direction vector [code]n[/code]."
msgstr ""
+"Retourne le vecteur réfléchi (c'est-à-dire en miroir ou symétrique) sur une "
+"ligne définie par le vecteur de direction [code]n[/code] spécifié."
#: doc/classes/Vector2.xml
msgid ""
"Returns the vector rotated by [code]angle[/code] (in radians). See also "
"[method @GDScript.deg2rad]."
msgstr ""
-"Retourne le vecteur pivoté par [code]angle[/code] (en radians). Voir aussi ["
-"method @GDScript.deg2rad]."
+"Retourne le vecteur pivoté par [code]angle[/code] (en radians). Voir aussi "
+"[method @GDScript.deg2rad]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80696,6 +83149,9 @@ msgid ""
"depending on the signs of the components. If a component is zero, it returns "
"positive one."
msgstr ""
+"Retourne un nouveau vecteur avec chaque composant défini à 1 ou -1, selon "
+"les signes des composants. Si un composant est zéro, la valeur retournée "
+"sera positive."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80704,10 +83160,16 @@ msgid ""
"the range of 0.0 to 1.0, representing the amount of interpolation.\n"
"[b]Note:[/b] Both vectors must be normalized."
msgstr ""
+"Retourne le résultat de l'interpolation linéaire sphérique entre ce vecteur "
+"et [code]to[/code], par la quantité [code]weight[/code]. [code]weight[/code] "
+"est compris entre 0,0 et 1,0, représentant la quantité d'interpolation.\n"
+"[b]Note :[/b] Les deux vecteurs doivent être normalisés."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns this vector slid along a plane defined by the given normal."
msgstr ""
+"Retourne ce vecteur ayant glissé le long du plan défini par la normale "
+"donnée."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80715,6 +83177,9 @@ msgid ""
"[code]step[/code]. This can also be used to round to an arbitrary number of "
"decimals."
msgstr ""
+"Retourne ce vecteur avec chaque composant arrondis au multiple le plus "
+"proche de [code]step[/code]. Cela peut également être utilisé pour arrondir "
+"à un nombre arbitraire de décimales."
#: doc/classes/Vector2.xml
msgid ""
@@ -80729,12 +83194,16 @@ msgid ""
"The vector's X component. Also accessible by using the index position [code]"
"[0][/code]."
msgstr ""
+"La composante vectorielle X. Également accessible en utilisant le code de "
+"position index [code][0][/code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"The vector's Y component. Also accessible by using the index position [code]"
"[1][/code]."
msgstr ""
+"La composante vectorielle X. Également accessible en utilisant le code de "
+"position index [code][1][/code]."
#: doc/classes/Vector2.xml
msgid "Enumerated value for the X axis."
@@ -80747,10 +83216,13 @@ msgstr "Les valeurs énumérées pour l'axe Y."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Zero vector, a vector with all components set to [code]0[/code]."
msgstr ""
+"Le vecteur zéro, un vecteur avec tous ses composants définis [code]0[/code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "One vector, a vector with all components set to [code]1[/code]."
msgstr ""
+"Le vecteur unitaire, un vecteur avec tous ses composants définis à [code]1[/"
+"code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -80792,6 +83264,11 @@ msgid ""
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
+"Une structure de 3 éléments qui peut être utilisée pour représenter des "
+"positions dans l'espace 3D ou tout autre trio de valeurs numériques.\n"
+"[b]Note :[/b] Avec des booléens, un Vector3 sera évalué ) [code]false[/code] "
+"s'il est égal à [code]Vector3(0, 0, 0)[/code]. Sinon, un Vector3 sera "
+"toujours évalué à [code]true[/code]."
#: doc/classes/Vector3.xml
msgid "Returns a Vector3 with the given components."
@@ -80812,6 +83289,10 @@ msgid ""
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
+"Exécute une interpolation cubique entre ce vecteur et [code]b[/code] en "
+"utilisant [code]pre_a[/code] et [code]post_b[/code] comme poignées, et "
+"retourne le résultat à la position [code]weight[/code]. [code]weight[/code] "
+"est dans l'intervalle de 0,0 à 1,0, représentant la quantité d'interpolation."
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
@@ -80846,6 +83327,9 @@ msgid ""
"[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the "
"range of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
+"Retourne le résultat de l'interpolation linéaire entre ce vecteur et "
+"[code]to[/code] par la quantité [code]t[/code]. [code]weight[/code] est dans "
+"l'intervalle 0,0 à 1,0, représentant la quantité d'interpolée."
#: doc/classes/Vector3.xml
msgid ""
@@ -80853,6 +83337,9 @@ msgid ""
"constants. If all components are equal, this method returns [constant "
"AXIS_X]."
msgstr ""
+"Retourne l'axe de la valeur la plus importante du vecteur. Voir les "
+"constantes[code]AXIS_*[/code]. Si tous les composants sont égaux, cette "
+"méthode retourne [constant AXIS_X]."
#: doc/classes/Vector3.xml
msgid ""
@@ -80860,6 +83347,9 @@ msgid ""
"constants. If all components are equal, this method returns [constant "
"AXIS_Z]."
msgstr ""
+"Retourne l'axe de la valeur vectorielle la plus petite. Voir les constantes "
+"[code]AXIS_*[/code]. Si tous les composants sont égaux, cette méthode "
+"retourne [constant AXIS_Z]."
#: doc/classes/Vector3.xml
msgid "Returns the outer product with [code]b[/code]."
@@ -80867,7 +83357,7 @@ msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns this vector reflected from a plane defined by the given normal."
-msgstr ""
+msgstr "Retourne ce vecteur réfléchi par un plan défini par la normale donnée."
#: doc/classes/Vector3.xml
msgid ""
@@ -80884,6 +83374,9 @@ msgid ""
"clockwise direction when viewed from the side specified by the [code]axis[/"
"code]."
msgstr ""
+"Retourne l'angle signé du vecteur donné, en radians. Le signe de l'angle est "
+"positif dans une direction horaire inversée et négatif dans l'autre "
+"direction lorsqu'il est vu du côté spécifié par le [code]axis[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -80891,12 +83384,17 @@ msgid ""
"This is equivalent to a Basis with no rotation or shearing and this vector's "
"components set as the scale."
msgstr ""
+"Retourne une matrice diagonale avec ce vecteur comme diagonale principale.\n"
+"Il s'agit d'une Basis qui n'a ni rotation ni déformation, et les composants "
+"de ce vecteur représentent l'échelle."
#: doc/classes/Vector3.xml
msgid ""
"The vector's Z component. Also accessible by using the index position [code]"
"[2][/code]."
msgstr ""
+"Le composant vectoriel Z. Également accessible en utilisant l'index [code][2]"
+"[/code]."
#: doc/classes/Vector3.xml
msgid ""
@@ -81097,6 +83595,8 @@ msgid ""
"The steering angle for the wheel. Setting this to a non-zero value will "
"result in the vehicle turning when it's moving."
msgstr ""
+"L'angle de direction du volant pour la roue. Définit de cette valeur à une "
+"valeur non nulle fera tourner le véhicule quand il se déplace."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -81105,6 +83605,10 @@ msgid ""
"will not carry the weight of the vehicle. Good results are often obtained by "
"a value that is about 3× to 4× this number."
msgstr ""
+"La force maximale que le ressort peut résister. Cette valeur devrait être "
+"supérieure à un quart du [member RigidBody.mass] du [VehicleBody] ou alors "
+"le ressort ne portera pas le poids du véhicule. Les bons résultats sont "
+"souvent obtenus par une valeur d'environ 3× à 4× ce nombre."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -81112,6 +83616,10 @@ msgid ""
"50 for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
+"Cette valeur définit la rigidité de la suspension. Utilisez une valeur "
+"inférieure à 50 pour une voiture tout terrain, une valeur entre 50 et 100 "
+"pour une voiture de course et essayez quelque chose autour de 200 pour "
+"quelque chose comme une voiture de Formule 1."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -81119,6 +83627,9 @@ msgid ""
"equivalent to meters, keep this setting relatively low. Try a value between "
"0.1 and 0.3 depending on the type of car."
msgstr ""
+"C'est la distance que la suspension peut parcourir. Comme les unités Godot "
+"sont équivalentes aux mètres, garder ce réglage relativement bas. Essayez "
+"une valeur entre 0,1 et 0,3 selon le type de voiture."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -81126,6 +83637,9 @@ msgid ""
"value is used in conjunction with [member VehicleBody.steering] and ignored "
"if you are using the per-wheel [member steering] value instead."
msgstr ""
+"Si [code]true[/code], cette roue sera tournée lorsque la voiture tourne. "
+"Cette valeur est utilisée en conjonction avec [member VehicleBody.steering] "
+"et ignorée si vous utilisez plutôt la valeur [member steering] par roue."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -81134,6 +83648,10 @@ msgid ""
"VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
"engine_force] value instead."
msgstr ""
+"Si [code]true[/code], cette roue transfère la force moteur au sol pour "
+"propulser le véhicule vers l'avant. Cette valeur est utilisée en conjonction "
+"avec [member VehicleBody.engine_force] et ignorée si vous utilisez plutôt la "
+"valeur par roue [member engine_force]."
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -81164,6 +83682,9 @@ msgid ""
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
+"Cette valeur affecte le roulade de votre véhicule. Si définit à 1.0 pour "
+"toutes les roues, votre véhicule sera sujet aux roulades, tandis qu'une "
+"valeur de 0.0 résistera au roulade du corps."
#: doc/classes/VFlowContainer.xml
msgid "Vertical flow container."
@@ -81195,6 +83716,8 @@ msgid ""
"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
"stream is assigned."
msgstr ""
+"Retourne le nom du flux vidéo, ou [code]\"<No Stream>\"[/code] si aucun flux "
+"vidéo n'est assigné."
#: doc/classes/VideoPlayer.xml
msgid "Returns the current frame as a [Texture]."
@@ -81205,12 +83728,17 @@ msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
+"Retourne [code]true[/code] si la vidéo joue.\n"
+"[b]Note :[/b] La vidéo est toujours considérée comme en train de jouer si "
+"elle est mise en pause pendant la lecture."
#: doc/classes/VideoPlayer.xml
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
msgstr ""
+"Commence la lecture vidéo dès le début. Si la vidéo est en pause, cela ne la "
+"fera pas reprendre."
#: doc/classes/VideoPlayer.xml
msgid ""
@@ -81218,6 +83746,9 @@ msgid ""
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
+"Arrête la lecture vidéo et fixe la position du flux à 0.\n"
+"[b]Note :[/b] Bien que la position du flux soit définie à 0, la première "
+"trame du flux vidéo ne deviendra pas le trame actuel."
#: doc/classes/VideoPlayer.xml
msgid "The embedded audio track to play."
@@ -81242,6 +83773,9 @@ msgid ""
"control minimum size will be automatically adjusted to match the video "
"stream's dimensions."
msgstr ""
+"Si [code]true[/code], la taille des contrôles dépendront de la vidéo. Sinon, "
+"la taille minimale des contrôles sera automatiquement ajustée pour "
+"correspondre aux dimensions du flux vidéo."
#: doc/classes/VideoPlayer.xml
msgid "If [code]true[/code], the video is paused."
@@ -81257,6 +83791,10 @@ msgid ""
"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
"implemented yet, except in video formats implemented by a GDNative add-on."
msgstr ""
+"La position actuelle du flux, en secondes.\n"
+"[b]Note :[/b] La modification de cette valeur n'a pas d'effet puisque le "
+"progression de lecture n'est pas encore implémentée, sauf dans les formats "
+"vidéo implémentés par un greffon GDNative."
#: doc/classes/VideoPlayer.xml
msgid "Audio volume as a linear value."
@@ -81280,6 +83818,9 @@ msgid ""
"[VideoStream] can all be used as resource types to play back videos in "
"[VideoPlayer]."
msgstr ""
+"Le type de ressources de base pour tous les flux vidéos. Les classes qui "
+"dérivent de [VideoStream] peuvent tous être utilisées comme types de "
+"ressources pour lire des vidéos dans [VideoPlayer]."
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "[VideoStream] resource for video formats implemented via GDNative."
@@ -81293,6 +83834,10 @@ msgid ""
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
msgstr ""
+"La ressource [VideoStream] pour les formats vidéo implémenté avec GDNative.\n"
+"Il peut être utilisé via [url=https://github.com/KidRigger/godot-"
+"videodecoder]godot-videodecoder[/url] utilisé par la bibliothèque "
+"[url=https://ffmpeg.org]FFmpeg[/url]."
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
@@ -81305,6 +83850,9 @@ msgid ""
"supported extensions depend on the GDNative plugins used to expose video "
"formats."
msgstr ""
+"Définit le fichier vidéo que cette ressource [VideoStreamGDNative] gère. Les "
+"extensions supportées dépendent des greffons GDNative utilisés pour exposer "
+"les formats vidéo."
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid "[VideoStream] resource for Ogg Theora videos."
@@ -81363,6 +83911,9 @@ msgid ""
"Sets the WebM video file that this [VideoStreamWebm] resource handles. The "
"[code]file[/code] name should have the [code].webm[/code] extension."
msgstr ""
+"Définit le fichier vidéo WebM que cette ressource [VideoStreamWebm] gère. Le "
+"nom de fichier [code]file[/code] devrait avoir l'extension [code].webm[/"
+"code]."
#: doc/classes/Viewport.xml
msgid "Creates a sub-view into the screen."
@@ -81441,6 +83992,8 @@ msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
msgstr ""
+"Retourne la position de la souris dans ce [Viewport] en utilisant le système "
+"de coordonnées de ce [Viewport]."
#: doc/classes/Viewport.xml
msgid "Returns information about the viewport from the rendering pipeline."
@@ -81453,6 +84006,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the size override set with [method set_size_override]."
msgstr ""
+"Retourne la surcharge de taille définit avec [method set_size_override]."
#: doc/classes/Viewport.xml
msgid ""
@@ -81465,6 +84019,15 @@ msgid ""
"img.flip_y()\n"
"[/codeblock]"
msgstr ""
+"Retourne la texture de la fenêtre d'affichage.\n"
+"[b]Note :[/b] En raison de la façon dont OpenGL fonctionne, la "
+"[ViewportTexture] finale est à l'envers verticalement. Vous pouvez utiliser "
+"[method Image.flip_y] sur l'image de [method Texture.get_data] pour la "
+"retourner, par exemple :\n"
+"[codeblock]\n"
+"var img = get_viewport().get_texture().get_data()\n"
+"img.flip_y()\n"
+"/[codeblock]"
#: doc/classes/Viewport.xml
msgid "Returns the viewport's RID from the [VisualServer]."
@@ -81480,10 +84043,12 @@ msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control.get_drag_data]."
msgstr ""
+"Retourne les données de déposé-glissé de l'interface graphique, qui a été "
+"précédemment retourné par [method Control.get_drag_data]."
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if there are visible modals on-screen."
-msgstr ""
+msgstr "Retourne [code]true[/code] s'il y a des modales visibles à l'écran."
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if the drag operation is successful."
@@ -81496,6 +84061,11 @@ msgid ""
"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
+"Retourne [code]true[/code] si la fenêtre d'affichage effectue actuellement "
+"une opération de déposé-glissé.\n"
+"C'est une alternative à [constant Node. NOTIFICATION_DRAG_BEGIN] and "
+"[constant Node. NOTIFICATION_DRAG_END] lorsque vous préférez récupérer "
+"directement la valeur."
#: doc/classes/Viewport.xml
msgid ""
@@ -81512,6 +84082,9 @@ msgid ""
"[Viewport] but makes you responsible for updating the position of this "
"[Viewport] manually."
msgstr ""
+"Attaque ce [Viewport] au [Viewport] racine avec le rectangle spécifié. Cela "
+"contourne le besoin d'un autre nœud pour afficher ce [Viewport] mais vous "
+"devez mettre à jour de la position de ce [Viewport] manuellement."
#: doc/classes/Viewport.xml
msgid "Stops the input from propagating further down the [SceneTree]."
@@ -81534,6 +84107,10 @@ msgid ""
"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
"size."
msgstr ""
+"Définit la surcharge de la taille de la fenêtre d'affichage. Si le paramètre "
+"[code]enable[/code] est [code]true[/code], le paramètre de surcharge sera "
+"utilisé, sinon ça utilisera la taille par défaut. Si le paramètre de taille "
+"est [code](-1, -1)[/code], sa taille ne sera pas mise à jour."
#: doc/classes/Viewport.xml
msgid "Forces update of the 2D and 3D worlds."
@@ -81544,10 +84121,14 @@ msgid ""
"Moves the mouse pointer to the specified position in this [Viewport] using "
"the coordinate system of this [Viewport]."
msgstr ""
+"Déplace le pointeur de la souris à la position spécifiée dans ce [Viewport] "
+"en utilisant le système de coordonnées de ce [Viewport]."
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
msgstr ""
+"Si [code]true[/code], la fenêtre d'affichage sera utilisée dans le processus "
+"AR/VR."
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
@@ -81563,14 +84144,22 @@ msgid ""
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
+"La transformation du canevas de la fenpetre d'affichage, utile pour changer "
+"les positions à l'écran de tous les [CanvasItem] enfants. C'est relatif à la "
+"transformation globale du canevas de la fenêtre d'affichage."
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -81578,12 +84167,17 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr ""
+"Le mode de surcouche (\"overlay\") pour tester la géométrie rendue lors du "
+"débogage."
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
+"Si [code]true[/code], le viewport désactivera le rendu 3D. Pour le "
+"désactiver réellement, utilisez [code]usage[/code]."
#: doc/classes/Viewport.xml
msgid ""
@@ -81600,6 +84194,8 @@ msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
msgstr ""
+"La transformation globale de la toile de cette fenêtre d'affichage. La "
+"transformation en toile est relative à cela."
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will not receive input events."
@@ -81612,6 +84208,8 @@ msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
msgstr ""
+"Si [code]true[/code], les contrôles de l'interface graphique dans la fenêtre "
+"d'affichage s'alignent au pixel près."
#: doc/classes/Viewport.xml
msgid ""
@@ -81658,6 +84256,8 @@ msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
msgstr ""
+"Si [code]true[/code], les objets rendus dans la fenêtre d'affichage peuvent "
+"être sélectionnés par la souris."
#: doc/classes/Viewport.xml
msgid ""
@@ -81673,10 +84273,15 @@ msgid ""
"The clear mode when viewport used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
+"Le mode clair quand la fenêtre d'affichage est utilisé comme cible de "
+"rendu.\n"
+"[b]Note :[/b] Cette propriété est destinée à une utilisation 2D."
#: doc/classes/Viewport.xml
msgid "The update mode when viewport used as a render target."
msgstr ""
+"Le mode de mise à jour lorsque la fenêtre d'affichage est utilisé comme "
+"cible de rendu."
#: doc/classes/Viewport.xml
msgid ""
@@ -81692,18 +84297,22 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the first quadrant on the shadow atlas."
msgstr ""
+"La quantité de sous-division du premier quadrant de l'atlas de l'ombre."
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the second quadrant on the shadow atlas."
msgstr ""
+"La quantité de sous-division du deuxième quadrant de l'atlas de l'ombre."
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the third quadrant on the shadow atlas."
msgstr ""
+"La quantité de sous-division du troisième quadrant de l'atlas de l'ombre."
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr ""
+"La quantité de sous-division du quatrième quadrant de l'atlas de l'ombre."
#: doc/classes/Viewport.xml
msgid ""
@@ -81729,10 +84338,15 @@ msgid ""
"The width and height of viewport. Must be set to a value greater than or "
"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
msgstr ""
+"La largeur et la hauteur de la fenêtre d'affichage. Doit être défini à une "
+"valeur supérieure ou égale à 2 pixels dans les deux dimensions. Sinon, rien "
+"ne sera affiché."
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
msgstr ""
+"Si [code]true[/code], la surcharge de la taille affecte également "
+"l'étirement."
#: doc/classes/Viewport.xml
msgid ""
@@ -81744,7 +84358,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -81765,6 +84381,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source."
msgstr ""
+"Le [World] personnalisé qui peut être utilisée comme source d'environnement "
+"en 3D."
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
@@ -81781,6 +84399,9 @@ msgid ""
"Emitted when the size of the viewport is changed, whether by [method "
"set_size_override], resize of window, or some other means."
msgstr ""
+"Émis lorsque la taille de la fenpetre d'affichage a changé, que ce soit par "
+"[method set_size_override], en redimensionnant la fenêtre, ou par d'autres "
+"moyens."
#: doc/classes/Viewport.xml
msgid "Do not update the render target."
@@ -81797,6 +84418,8 @@ msgstr ""
msgid ""
"Update the render target only when it is visible. This is the default value."
msgstr ""
+"Met à jour la cible de rendu seulement quand elle est visible. C'est la "
+"valeur par défaut."
#: doc/classes/Viewport.xml
msgid "Always update the render target."
@@ -81804,11 +84427,11 @@ msgstr "Met toujours à jour la cible de rendu."
#: doc/classes/Viewport.xml
msgid "This quadrant will not be used."
-msgstr ""
+msgstr "Ce quadrant ne sera pas utilisé."
#: doc/classes/Viewport.xml
msgid "This quadrant will only be used by one shadow map."
-msgstr ""
+msgstr "Ce quadrant ne sera utilisé que par une seule carte d'ombre."
#: doc/classes/Viewport.xml
msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
@@ -82283,8 +84906,8 @@ msgid ""
"Returns [code]true[/code] when the specified layer is enabled in [member "
"layers] and [code]false[/code] otherwise."
msgstr ""
-"Retourne [code]true[/code] si le calque spécifié est actif, ou "
-"[code]false[/code] sinon."
+"Retourne [code]true[/code] si le calque spécifié est actif, ou [code]false[/"
+"code] sinon."
#: doc/classes/VisualInstance.xml
msgid ""
@@ -82323,6 +84946,22 @@ msgstr ""
"Cet objet ne sera visible que pour les [Camera] où le masque de cull inclut "
"l'objet de rendu auquel [VisualInstance] est défini."
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -82502,8 +85141,8 @@ msgid ""
"target node can have only one sequence port."
msgstr ""
"Connecte deux ports d'une séquence. L'exécution passera de "
-"[code]from_output[/code] de [code]from_node[/code] vers [code]to_node[/code]."
-"\n"
+"[code]from_output[/code] de [code]from_node[/code] vers [code]to_node[/"
+"code].\n"
"Contrairement à [method data_connect], il n'y a pas ∂e [code]to_port[/code], "
"puisque le nœud cible ne peut avoir qu'un seul port dans la séquence."
@@ -82555,8 +85194,8 @@ msgid ""
"A Visual Script node representing a constant from base types, such as "
"[constant Vector3.AXIS_X]."
msgstr ""
-"Un nœud Visual Script représentant une constante des types de base, comme ["
-"constant Vector3.AXIS_X]."
+"Un nœud Visual Script représentant une constante des types de base, comme "
+"[constant Vector3.AXIS_X]."
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The type to get the constant from."
@@ -82739,8 +85378,8 @@ msgid ""
"the third input. Uses the formula [code]a + (a - b) * t[/code]."
msgstr ""
"Retourner un nombre linéairement interpolé entre les deux premières entrées, "
-"basé sur la troisième entrée. Utilise la formule [code]a + (a - b) * "
-"t[/code]."
+"basé sur la troisième entrée. Utilise la formule [code]a + (a - b) * t[/"
+"code]."
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Moves the number toward a value, based on the third input."
@@ -83365,8 +86004,8 @@ msgid ""
"The mode for RPC calls. See [method Node.rpc] for more details and [enum "
"RPCCallMode] for available options."
msgstr ""
-"Le mode pour les appels RPC. Voir [method Node.rpc] pour plus de détails et ["
-"enum RPCCallMode] pour les options disponibles."
+"Le mode pour les appels RPC. Voir [method Node.rpc] pour plus de détails et "
+"[enum RPCCallMode] pour les options disponibles."
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
@@ -83840,8 +86479,8 @@ msgid ""
"The node path to use when [member set_mode] is set to [constant "
"CALL_MODE_NODE_PATH]."
msgstr ""
-"Le chemin du nœud à utiliser lorsque [member set_mode] est défini à ["
-"constant CALL_MODE_NODE_PATH]."
+"Le chemin du nœud à utiliser lorsque [member set_mode] est défini à "
+"[constant CALL_MODE_NODE_PATH]."
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
@@ -83913,7 +86552,8 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The name of the property to set. Changing this will clear [member index]."
-msgstr "Le nom de la propriété à définir. Changer cela effecera [member index]."
+msgstr ""
+"Le nom de la propriété à définir. Changer cela effecera [member index]."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
@@ -84290,7 +86930,8 @@ msgstr "Un signal depuis cet [Object] sera utilisé."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from the given [Node] in the scene tree will be used."
-msgstr "Un signal du [Node] donné dans l'arborescence de la scène sera utilisé."
+msgstr ""
+"Un signal du [Node] donné dans l'arborescence de la scène sera utilisé."
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from an instanced node with the given type will be used."
@@ -84340,8 +86981,8 @@ msgid ""
"Sets margin size, where black bars (or images, if [method "
"black_bars_set_images] was used) are rendered."
msgstr ""
-"Définit la taille de la marge, où des barres noires (ou des images, si ["
-"method black_bars_set_images] est utilisé) sont rendues."
+"Définit la taille de la marge, où des barres noires (ou des images, si "
+"[method black_bars_set_images] est utilisé) sont rendues."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84699,7 +87340,7 @@ msgid ""
"texture_scale]."
msgstr ""
"Définit le facteur d'échelle de la texture de lumière. Équivalent à [member "
-"Light2D.texture_scale]"
+"Light2D.texture_scale]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84925,7 +87566,7 @@ msgid ""
"Environment.background_sky_custom_fov]."
msgstr ""
"Définit un angle de vue personnalisé pour le ciel [Sky] en arrière-plan. "
-"Équivalent à [member Environnement.background_sky_custom_fov]"
+"Équivalent à [member Environnement.background_sky_custom_fov]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -84933,7 +87574,7 @@ msgid ""
"to [member Environment.background_sky_orientation]."
msgstr ""
"Définit la rotation du ciel [Sky] en arrière-plan exprimé avec une [Basis]. "
-"Équivalent à [member Environnement.background_sky_orientation]"
+"Équivalent à [member Environnement.background_sky_orientation]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85006,8 +87647,8 @@ msgid ""
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
-"Retourne le vendeur de l'adaptateur vidéo (par exemple \"NVIDIA Corporation\""
-").\n"
+"Retourne le vendeur de l'adaptateur vidéo (par exemple \"NVIDIA "
+"Corporation\").\n"
"[b]Note :[/b] Lors de l'exécution d'une version sans graphique ou de "
"serveur, cette fonction retourne une chaîne vide."
@@ -85060,16 +87701,16 @@ msgid ""
"Returns the dynamic range set for this GI probe. Equivalent to [member "
"GIProbe.dynamic_range]."
msgstr ""
-"Retourne la gamme dynamique pour cette sonde GI. Équivalent à [member GIProbe"
-".dynamic_range]"
+"Retourne la gamme dynamique pour cette sonde GI. Équivalent à [member "
+"GIProbe.dynamic_range]."
#: doc/classes/VisualServer.xml
msgid ""
"Returns the energy multiplier for this GI probe. Equivalent to [member "
"GIProbe.energy]."
msgstr ""
-"Retourne le multiplicateur d'énergie pour cette sonde GI. Équivalent à ["
-"member GIProbe.energy]"
+"Retourne le multiplicateur d'énergie pour cette sonde GI. Équivalent à "
+"[member GIProbe.energy]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85083,7 +87724,7 @@ msgid ""
"GIProbe.propagation]."
msgstr ""
"Retourne la valeur de propagation de cette sonde GI. Équivalent à [member "
-"GIProbe.propagation]"
+"GIProbe.propagation]."
#: doc/classes/VisualServer.xml
msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
@@ -85095,7 +87736,7 @@ msgid ""
"is compressed. Equivalent to [member GIProbe.compress]."
msgstr ""
"Retourne [code]true[/code] si les données de cette sonde GI sont "
-"compressées. Équivalent à [member GIProbe.compress]"
+"compressées. Équivalent à [member GIProbe.compress]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -85741,12 +88382,10 @@ msgstr ""
"utilisant la [method instance_set_base] utilisant le RID retourné."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a mesh's blend shape count."
msgstr "Retourne le nombre de formes de mélange d’un maillage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Returns a mesh's blend shape mode."
msgstr "Retourne le mode de forme de mélange d’un maillage."
@@ -85763,7 +88402,6 @@ msgid "Removes a mesh's surface."
msgstr "Supprime la surface d'un maillage."
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid "Sets a mesh's blend shape count."
msgstr "Définit le nombre de formes de mélange d’un maillage."
@@ -86907,11 +89545,13 @@ msgstr "Nombre de poids / os par sommet."
#: doc/classes/VisualServer.xml
msgid "The minimum Z-layer for canvas items."
-msgstr "Le niveau minimal du calque de profondeur pour les éléments de canevas."
+msgstr ""
+"Le niveau minimal du calque de profondeur pour les éléments de canevas."
#: doc/classes/VisualServer.xml
msgid "The maximum Z-layer for canvas items."
-msgstr "Le niveau maximal du calque de profondeur pour les éléments de canevas."
+msgstr ""
+"Le niveau maximal du calque de profondeur pour les éléments de canevas."
#: doc/classes/VisualServer.xml
msgid ""
@@ -87079,6 +89719,12 @@ msgid "Flag used to mark an index array."
msgstr "Le drapeau utilisé pour marquer un tableau d’index."
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+"Drapeau utilisé pour marquer un tableau compressé (demi flottant) de "
+"couleurs."
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -89273,7 +91919,6 @@ msgstr ""
"ignorant la dernière ligne et colonne de la transformation."
#: doc/classes/VisualShaderNodeUniform.xml
-#, fuzzy
msgid "A base type for the uniforms within the visual shader graph."
msgstr "Le type de base pour les uniformes dans le graphe du Visual Shader."
@@ -89822,10 +92467,13 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+#, fuzzy
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
-"Retourne le [Object] que cette référence faible ([code]weakref[/code]) "
-"contient."
+"Retourne la valeur initiale de la propriété spécifiée. Retourne [code]null[/"
+"code] si la propriété n'existe pas."
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Closes this data channel, notifying the other peer."
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index 207a818761..67bd7d902f 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -476,7 +476,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -491,7 +492,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -541,8 +546,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -552,7 +558,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -606,7 +613,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -618,7 +626,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -860,12 +869,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1033,10 +1046,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3471,6 +3489,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4155,8 +4193,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4847,19 +4884,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4880,21 +4919,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4903,9 +4946,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5557,9 +5601,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5733,8 +5777,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6445,7 +6489,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6682,7 +6731,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7056,7 +7110,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7241,6 +7298,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7260,9 +7320,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7330,7 +7394,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8736,8 +8808,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8788,10 +8861,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9033,12 +9116,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9584,7 +9661,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9745,12 +9827,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9878,10 +9964,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9898,6 +9983,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10038,7 +10138,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10395,14 +10498,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10412,22 +10515,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11716,7 +11819,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11809,7 +11912,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11837,9 +11942,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12336,13 +12441,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12368,8 +12474,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12682,12 +12790,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12732,8 +12840,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12781,8 +12891,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12844,7 +12957,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12969,7 +13082,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13674,17 +13790,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13991,12 +14107,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14033,12 +14150,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15198,7 +15316,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15224,7 +15350,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15965,7 +16095,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18690,7 +18822,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18839,16 +18973,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18993,18 +19128,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19187,6 +19310,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22019,7 +22150,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23908,8 +24042,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24529,7 +24667,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26113,10 +26253,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27523,8 +27666,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29824,11 +29967,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30673,7 +30819,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30685,6 +30835,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32705,7 +32865,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33042,14 +33204,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33057,21 +33219,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34347,8 +34509,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34393,7 +34559,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34648,9 +34817,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35109,7 +35278,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35994,7 +36165,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36221,7 +36395,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36242,7 +36416,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36952,6 +37129,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37036,13 +37216,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39746,7 +39938,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40257,11 +40451,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40295,11 +40489,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40321,11 +40515,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40706,7 +40900,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42170,6 +42366,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46070,7 +46276,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46309,7 +46517,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47038,7 +47248,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49719,8 +49933,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49743,15 +49968,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51347,17 +51579,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51366,8 +51609,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53296,11 +53545,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53737,7 +53990,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53881,13 +54136,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54070,7 +54331,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54210,6 +54475,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54222,7 +54499,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55077,7 +55357,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55696,6 +55979,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55881,7 +56172,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56030,7 +56323,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57257,7 +57552,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57273,7 +57571,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57463,7 +57763,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58728,6 +59028,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58789,6 +59092,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58811,7 +59117,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59948,6 +60257,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59977,6 +60290,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60018,7 +60335,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61368,37 +61687,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61417,14 +61737,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61435,14 +61756,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61455,7 +61776,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61463,7 +61784,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61475,13 +61796,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61493,17 +61814,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61516,9 +61839,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61526,8 +61849,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61542,7 +61865,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61560,15 +61883,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61580,29 +61905,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61630,87 +61959,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64883,21 +65212,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64910,7 +65243,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64939,7 +65272,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64949,22 +65314,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64977,8 +65355,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65176,16 +65556,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66430,10 +66810,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66444,8 +66829,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66597,7 +66982,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67129,6 +67516,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71279,6 +71682,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73815,7 +74222,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 2df4b9bbe4..75318a4554 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -5,12 +5,13 @@
#
# harvinder rathor <harvinderr09@gmail.com>, 2021.
# Lalita mishra <yashkebacche1234@gmail.com>, 2022.
+# Yan Chen <cyan97087@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-03 13:04+0000\n"
-"Last-Translator: Lalita mishra <yashkebacche1234@gmail.com>\n"
+"PO-Revision-Date: 2022-08-21 06:02+0000\n"
+"Last-Translator: Yan Chen <cyan97087@gmail.com>\n"
"Language-Team: Hindi <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/hi/>\n"
"Language: hi\n"
@@ -18,7 +19,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -61,7 +62,6 @@ msgid "Method Descriptions"
msgstr "Method Descriptions"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
msgstr "थीम विशेषता"
@@ -475,7 +475,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -490,7 +491,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -540,8 +545,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -551,7 +557,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -605,7 +612,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -617,7 +625,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -859,12 +868,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1032,10 +1045,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3470,6 +3488,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4154,8 +4192,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4846,19 +4883,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4879,21 +4918,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4902,9 +4945,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5556,9 +5600,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5732,8 +5776,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6444,7 +6488,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6681,7 +6730,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7055,7 +7109,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7240,6 +7297,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7259,9 +7319,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7329,7 +7393,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8735,8 +8807,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8787,10 +8860,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9032,12 +9115,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9583,7 +9660,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9744,12 +9826,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9877,10 +9963,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9897,6 +9982,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10037,7 +10137,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10394,14 +10497,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10411,22 +10514,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11715,7 +11818,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11808,7 +11911,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11836,9 +11941,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12335,13 +12440,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12367,8 +12473,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12681,12 +12789,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12731,8 +12839,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12780,8 +12890,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12843,7 +12956,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12968,7 +13081,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13673,17 +13789,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13990,12 +14106,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14032,12 +14149,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15197,7 +15315,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15223,7 +15349,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15964,7 +16094,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18689,7 +18821,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18838,16 +18972,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18992,18 +19127,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19186,6 +19309,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22018,7 +22149,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23907,8 +24041,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24528,7 +24666,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26112,10 +26252,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27522,8 +27665,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29823,11 +29966,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30672,7 +30818,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30684,6 +30834,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32704,7 +32864,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33041,14 +33203,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33056,21 +33218,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34346,8 +34508,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34392,7 +34558,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34647,9 +34816,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35108,7 +35277,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35993,7 +36164,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36220,7 +36394,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36241,7 +36415,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36951,6 +37128,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37035,13 +37215,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39745,7 +39937,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40256,11 +40450,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40294,11 +40488,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40320,11 +40514,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40705,7 +40899,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42169,6 +42365,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46069,7 +46275,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46308,7 +46516,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47037,7 +47247,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49718,8 +49932,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49742,15 +49967,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51346,17 +51578,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51365,8 +51608,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53295,11 +53544,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53736,7 +53989,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53880,13 +54135,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54069,7 +54330,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54209,6 +54474,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54221,7 +54498,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55076,7 +55356,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55695,6 +55978,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55880,7 +56171,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56029,7 +56322,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57256,7 +57551,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57272,7 +57570,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57462,7 +57762,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58727,6 +59027,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58788,6 +59091,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58810,7 +59116,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59947,6 +60256,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59976,6 +60289,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60017,7 +60334,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61367,37 +61686,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61416,14 +61736,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61434,14 +61755,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61454,7 +61775,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61462,7 +61783,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61474,13 +61795,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61492,17 +61813,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61515,9 +61838,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61525,8 +61848,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61541,7 +61864,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61559,15 +61882,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61579,29 +61904,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61629,87 +61958,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64882,21 +65211,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64909,7 +65242,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64938,7 +65271,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64948,22 +65313,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64976,8 +65354,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65175,16 +65555,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66429,10 +66809,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66443,8 +66828,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66596,7 +66981,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67128,6 +67515,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71278,6 +71681,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73814,7 +74221,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index 221206451a..e99babd548 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -11,12 +11,13 @@
# Balázs Püspök-Kiss <pkblazsak@gmail.com>, 2021.
# Szevin <kevingeiger25@gmail.com>, 2022.
# 6Leoo6 <leo.takacs@yahoo.com>, 2022.
+# thekeymethod <csokan.andras87@protonmail.ch>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-19 11:54+0000\n"
-"Last-Translator: 6Leoo6 <leo.takacs@yahoo.com>\n"
+"PO-Revision-Date: 2022-09-12 01:18+0000\n"
+"Last-Translator: thekeymethod <csokan.andras87@protonmail.ch>\n"
"Language-Team: Hungarian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/hu/>\n"
"Language: hu\n"
@@ -24,7 +25,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -494,7 +495,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -509,7 +511,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -559,8 +565,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -570,7 +577,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -624,7 +632,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -636,7 +645,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -878,12 +888,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1051,10 +1065,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3489,6 +3508,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4173,8 +4212,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4865,19 +4903,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4898,21 +4938,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4921,9 +4965,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5575,9 +5620,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5751,8 +5796,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6463,7 +6508,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6700,7 +6750,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7074,7 +7129,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7259,6 +7317,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7278,9 +7339,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7348,7 +7413,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8754,8 +8827,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8806,10 +8880,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9051,12 +9135,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9602,7 +9680,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9763,12 +9846,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9896,10 +9983,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9916,6 +10002,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10056,7 +10157,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10413,14 +10517,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10430,22 +10534,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11734,7 +11838,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11827,7 +11931,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11855,9 +11961,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12354,13 +12460,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12386,8 +12493,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12700,12 +12809,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12750,8 +12859,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12799,8 +12910,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12862,7 +12976,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12987,7 +13101,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13692,17 +13809,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14009,12 +14126,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14051,12 +14169,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15216,7 +15335,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15242,7 +15369,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15983,7 +16114,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18708,7 +18841,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18857,16 +18992,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19011,18 +19147,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19205,6 +19329,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22037,7 +22169,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23926,8 +24061,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24547,7 +24686,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26131,10 +26272,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27541,8 +27685,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29842,11 +29986,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30691,7 +30838,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30703,6 +30854,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32723,7 +32884,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33060,14 +33223,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33075,21 +33238,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34365,8 +34528,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34411,7 +34578,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34666,9 +34836,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35127,7 +35297,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36012,7 +36184,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36239,7 +36414,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36260,7 +36435,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36970,6 +37148,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37054,13 +37235,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39764,7 +39957,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40275,11 +40470,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40313,11 +40508,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40339,11 +40534,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40724,7 +40919,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42188,6 +42385,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46088,7 +46295,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46327,7 +46536,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47056,7 +47267,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49737,8 +49952,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49761,15 +49987,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51365,17 +51598,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51384,8 +51628,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53314,11 +53564,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53755,7 +54009,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53899,13 +54155,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54088,7 +54350,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54228,6 +54494,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54240,7 +54518,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55095,7 +55376,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55714,6 +55998,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55899,7 +56191,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56048,7 +56342,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57275,7 +57571,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57291,7 +57590,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57481,7 +57782,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58746,6 +59047,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58807,6 +59111,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58829,7 +59136,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59966,6 +60276,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59995,6 +60309,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60036,7 +60354,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61386,37 +61706,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61435,14 +61756,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61453,14 +61775,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61473,7 +61795,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61481,7 +61803,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61493,13 +61815,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61511,17 +61833,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61534,9 +61858,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61544,8 +61868,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61560,7 +61884,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61578,15 +61902,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61598,29 +61924,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61648,87 +61978,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64901,21 +65231,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64928,7 +65262,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64957,7 +65291,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64967,22 +65333,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64995,8 +65374,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65194,16 +65575,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66448,10 +66829,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66462,8 +66848,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66615,7 +67001,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67147,6 +67535,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71297,6 +71701,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73833,7 +74241,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -75256,3 +75666,5 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
+"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba "
+"rendezés kikapcsolva."
diff --git a/doc/translations/id.po b/doc/translations/id.po
index 39310a6160..ad63a828e5 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -16,12 +16,13 @@
# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
# Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>, 2022.
# yusuf afandi <afandi.yusuf.04@gmail.com>, 2022.
+# Yan Chen <cyan97087@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-09 21:12+0000\n"
-"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
+"PO-Revision-Date: 2022-08-14 04:02+0000\n"
+"Last-Translator: Yan Chen <cyan97087@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@@ -29,7 +30,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -134,13 +135,12 @@ msgstr ""
"dipanggil langsung menggunakan nama class."
#: doc/tools/make_rst.py
-#, fuzzy
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
-"Metode ini menjelaskan operator yang valid untuk digunakan dengan jenis ini "
-"sebagai nilai pembilang."
+"Metode ini menjelaskan operator yang valid untuk digunakan dengan tipe ini "
+"sebagai operan kiri."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
@@ -317,7 +317,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -327,13 +326,13 @@ msgid ""
"a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
-"Mengembalikan tangen busur [code]y/x[/code] dalam radian. Gunakan untuk "
-"mendapatkan sudut tangen [kode]y/x[/kode]. Untuk menghitung nilai, metode "
-"memperhitungkan tanda dari kedua argumen untuk menentukan kuadran.\n"
+"Mengembalikan tangen busur dari [code]y/x[/code] dalam radian. Gunakan untuk "
+"mendapatkan sudut tangen [code]y/x[/code]. Untuk menghitung nilai, metode "
+"ini memperhitungkan tanda kedua argumen untuk menentukan kuadran.\n"
"Catatan penting: Koordinat Y didahulukan, berdasarkan konvensi.\n"
-"[blok kode]\n"
+"[codeblock]\n"
"a = atan2(0, -1) # a adalah 3.141593\n"
-"[/blok kode]"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -696,7 +695,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -711,7 +711,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -789,8 +793,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -800,7 +805,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -880,7 +886,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -892,7 +899,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1217,21 +1225,18 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Mencetak trek tumpukan di lokasi kode, hanya berfungsi saat dijalankan "
-"dengan debugger dihidupkan.\n"
-"Output di konsol akan terlihat seperti ini:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 dalam fungsi '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -1434,19 +1439,18 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"Memetakan sebuah [code] nilai[/code] dari jangkauan [code][istart, istop][/"
-"code] ke [code][ostart, ostop][/code].\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Mengembalikan 0.5\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3887,6 +3891,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4571,8 +4595,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5263,19 +5286,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5296,21 +5321,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5320,9 +5349,10 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5974,9 +6004,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6150,8 +6180,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6862,7 +6892,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7099,7 +7134,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7473,7 +7513,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7658,6 +7701,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7677,9 +7723,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7747,7 +7797,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9153,8 +9211,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9205,10 +9264,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9450,12 +9519,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -10001,7 +10064,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10162,12 +10230,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10295,10 +10367,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10315,6 +10386,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10455,7 +10541,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10812,14 +10901,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10829,22 +10918,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12133,7 +12222,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12226,7 +12315,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12254,9 +12345,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12754,13 +12845,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12786,8 +12878,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13100,12 +13194,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13150,8 +13244,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13199,8 +13295,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13262,7 +13361,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13387,7 +13486,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -14092,17 +14194,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14409,12 +14511,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14451,12 +14554,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15616,7 +15720,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15642,7 +15754,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16383,7 +16499,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19108,7 +19226,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19257,16 +19377,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19411,18 +19532,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19606,6 +19715,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22438,7 +22555,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24332,8 +24452,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24954,7 +25078,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26542,10 +26668,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27953,8 +28082,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30254,11 +30383,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31103,7 +31235,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31115,6 +31251,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33135,7 +33281,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33472,14 +33620,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33487,22 +33635,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Line2D.xml
msgid ""
@@ -34777,8 +34929,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34823,7 +34979,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35078,9 +35237,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35540,7 +35699,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36443,7 +36604,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36671,7 +36835,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36692,7 +36856,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37403,6 +37570,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37489,13 +37659,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -40199,7 +40381,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40712,11 +40896,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40750,11 +40934,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40776,11 +40960,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41162,7 +41346,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42638,6 +42824,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46543,7 +46739,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/PopupMenu.xml
@@ -46782,7 +46980,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47511,7 +47711,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50192,8 +50396,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50216,15 +50431,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51820,17 +52042,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51839,8 +52072,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53770,11 +54009,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54211,7 +54454,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54355,13 +54600,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54544,7 +54795,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54684,6 +54939,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54696,7 +54963,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55551,7 +55821,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56170,6 +56443,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56355,7 +56636,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56504,7 +56787,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57731,7 +58016,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57747,7 +58035,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57937,7 +58227,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59204,6 +59494,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59265,6 +59558,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59287,7 +59583,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60424,6 +60723,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60453,6 +60757,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60494,7 +60803,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61847,38 +62158,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61896,15 +62213,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61914,15 +62233,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61935,7 +62255,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61943,7 +62263,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61953,15 +62273,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61973,17 +62294,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61996,9 +62319,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62006,8 +62329,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62022,7 +62345,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62040,15 +62363,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62060,29 +62385,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62110,87 +62439,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65364,21 +65693,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65391,7 +65724,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65420,7 +65753,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65430,22 +65795,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65458,8 +65836,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65657,16 +66037,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66911,10 +67291,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66925,8 +67310,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67078,7 +67463,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67610,6 +67997,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71765,6 +72168,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74302,7 +74709,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/is.po b/doc/translations/is.po
index e3080abf39..6bf49858f4 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -475,7 +475,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -490,7 +491,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -540,8 +545,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -551,7 +557,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -605,7 +612,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -617,7 +625,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -859,12 +868,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1032,10 +1045,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3470,6 +3488,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4154,8 +4192,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4846,19 +4883,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4879,21 +4918,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4902,9 +4945,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5556,9 +5600,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5732,8 +5776,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6444,7 +6488,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6681,7 +6730,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7055,7 +7109,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7240,6 +7297,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7259,9 +7319,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7329,7 +7393,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8735,8 +8807,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8787,10 +8860,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9032,12 +9115,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9583,7 +9660,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9744,12 +9826,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9877,10 +9963,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9897,6 +9982,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10037,7 +10137,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10394,14 +10497,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10411,22 +10514,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11715,7 +11818,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11808,7 +11911,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11836,9 +11941,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12335,13 +12440,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12367,8 +12473,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12681,12 +12789,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12731,8 +12839,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12780,8 +12890,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12843,7 +12956,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12968,7 +13081,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13673,17 +13789,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13990,12 +14106,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14032,12 +14149,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15197,7 +15315,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15223,7 +15349,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15964,7 +16094,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18689,7 +18821,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18838,16 +18972,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18992,18 +19127,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19186,6 +19309,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22018,7 +22149,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23907,8 +24041,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24528,7 +24666,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26112,10 +26252,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27522,8 +27665,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29823,11 +29966,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30672,7 +30818,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30684,6 +30834,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32704,7 +32864,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33041,14 +33203,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33056,21 +33218,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34346,8 +34508,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34392,7 +34558,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34647,9 +34816,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35108,7 +35277,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35993,7 +36164,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36220,7 +36394,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36241,7 +36415,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36951,6 +37128,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37035,13 +37215,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39745,7 +39937,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40256,11 +40450,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40294,11 +40488,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40320,11 +40514,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40705,7 +40899,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42169,6 +42365,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46069,7 +46275,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46308,7 +46516,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47037,7 +47247,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49718,8 +49932,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49742,15 +49967,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51346,17 +51578,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51365,8 +51608,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53295,11 +53544,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53736,7 +53989,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53880,13 +54135,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54069,7 +54330,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54209,6 +54474,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54221,7 +54498,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55076,7 +55356,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55695,6 +55978,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55880,7 +56171,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56029,7 +56322,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57256,7 +57551,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57272,7 +57570,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57462,7 +57762,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58727,6 +59027,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58788,6 +59091,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58810,7 +59116,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59947,6 +60256,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59976,6 +60289,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60017,7 +60334,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61367,37 +61686,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61416,14 +61736,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61434,14 +61755,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61454,7 +61775,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61462,7 +61783,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61474,13 +61795,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61492,17 +61813,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61515,9 +61838,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61525,8 +61848,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61541,7 +61864,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61559,15 +61882,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61579,29 +61904,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61629,87 +61958,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64882,21 +65211,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64909,7 +65242,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64938,7 +65271,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64948,22 +65313,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64976,8 +65354,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65175,16 +65555,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66429,10 +66809,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66443,8 +66828,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66596,7 +66981,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67128,6 +67515,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71278,6 +71681,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73814,7 +74221,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/it.po b/doc/translations/it.po
index e07c906b29..37488c9ebd 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -20,18 +20,19 @@
# Daniele Basso <tiziodcaio@gmail.com>, 2021.
# Jacopo Farina <jacopo1.farina@gmail.com>, 2021.
# Riteo Siuga <riteo@posteo.net>, 2021.
-# ZeroKun265 <davidegiambirtone265@gmail.com>, 2021.
+# ZeroKun265 <davidegiambirtone265@gmail.com>, 2021, 2022.
# Andrea Montagna <fullmontis@gmail.com>, 2021.
# Andrea Leganza <neogene@gmail.com>, 2021.
# Federico Caprini <caprinifede@gmail.com>, 2022.
# Alessandro Casalino <alessandro.casalino93@gmail.com>, 2022.
# AndreWharn <andrewharnofficial@gmail.com>, 2022.
+# Silvia Scaglione <sissisoad@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-31 16:43+0000\n"
-"Last-Translator: Mirko <miknsop@gmail.com>\n"
+"PO-Revision-Date: 2022-10-16 11:17+0000\n"
+"Last-Translator: Silvia Scaglione <sissisoad@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n"
"Language: it\n"
@@ -39,7 +40,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -47,7 +48,7 @@ msgstr "Descrizione"
#: doc/tools/make_rst.py
msgid "Tutorials"
-msgstr "Guide"
+msgstr "Tutorials"
#: doc/tools/make_rst.py
msgid "Properties"
@@ -62,7 +63,6 @@ msgid "Theme Properties"
msgstr "Proprietà del tema"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Signals"
msgstr "Segnali"
@@ -211,7 +211,6 @@ msgstr ""
"I nomi dei colori supportati sono uguali alle costanti definite in [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
@@ -255,8 +254,8 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"Ritorna l'arcoseno di [code]s[/code] in radianti. Usato per prendere "
-"l'angolo del seno [code]s[/code]. [code]s[/code] deve essere compreso tra "
+"Ritorna l'arcoseno di [code]s[/code] in radianti. Utilizza [code]s[/code] "
+"per prendere l'angolo del seno. [code]s[/code] deve essere compreso tra "
"[code]-1.0[/code] e [code]1.0[/code] (inclusi), altrimenti, [method asin] "
"ritornerà [constant NAN].\n"
"[codeblock]\n"
@@ -290,20 +289,20 @@ msgid ""
"a message with clarifying details\n"
"[/codeblock]"
msgstr ""
-"Controlla che [code]condition[/code] sia [code]true[/code]. Se "
-"[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si "
-"sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non "
-"lo riprenderai. Questo può essere usato come una forma più forte di [method "
-"push_error] per riportare gli errori allo sviluppatore del progetto o agli "
-"utilizzatori di add-on.\n"
-"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] "
-"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il "
-"progetto dall'editor. Non includere codice che ha effetti collaterali mentre "
-"[method assert] viene chiamato. Altrimenti il progetto si comporterà "
-"diversamente quando viene esportato nella modalità di rilascio.\n"
-"Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme "
-"al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli "
-"addizionali sul perché l'asserzione sia fallita.\n"
+"Controlla che [code]condizion[/code] sia [code]true[/code](vero). Se "
+"[code]condition[/code] è [code]false[/code](falso), un errore è generato."
+"Quando eseguito all'interno dell'editor, il progetto verrà anche messo in "
+"pausa, finchè non lo farai ripartire. Ciò può essere usato come un migliore "
+"sistema di [method push_error] per riportare errori agli sviluppatori del "
+"progetto o ulteriori utenti.\n"
+"[b]Nota bene:[/b] Per motivi di prestazioni, il codice all'interno di "
+"[method assert] è eseguito solo nelle build di debug o quando il progetto è "
+"eseguito dall'editor. Non scrivere codice che dovrà avere effetti "
+"collaterali in una chiamata [method assert]. Altrimenti il progetto si "
+"comporterà in modo diverso quando esportato in modalità release.\n"
+"L'argomento opzionale [code]message[/code], se dato, è mostrato in aggiunta "
+"al generico messaggio \"Assertion failed\" (Asserzione fallita). Può essere "
+"usato per fornire più dettagli sul motivo per cui un asserzione ha fallito.\n"
"[codeblock]\n"
"# Immaginati di voler sempre avere una velocità (speed nel caso nostro) "
"sempre tra 0 e 20\n"
@@ -514,7 +513,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@@ -535,7 +533,7 @@ msgid ""
"code]."
msgstr ""
"Paragona due valori controllando il loro contenuto attuale, ricorrendo in "
-"ogni `Array` o `Dictionary` fino al suo livello più profondo.\n"
+"ogni [Array] o [Dictionary] fino al suo livello più profondo.\n"
"Questo è simile a [code]==[/code] su molti aspetti:\n"
"- Per [code]null[/code] , [code]int[/code], [code]float[/code], "
"[code]String[/code], [code]Object[/code] and [code]RID[/code] sia "
@@ -573,7 +571,6 @@ msgstr ""
"in una istanza. Utile per la deserializzazione."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -738,8 +735,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -754,7 +753,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Restituisce un vettore di dizionari rappresentanti il call stack corrente.\n"
"[codeblock]\n"
@@ -848,8 +851,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -859,13 +863,18 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"Ritorna un'interpolazione o un fattore estrapolato considerando il raggio "
"specificato nel [code]from[/code] e [code]to[/code], e i valori interpolati "
"specificati in [code]weight[/code]. Il valore di ritorno sarà in mezzo tra "
"[code]0.0[/code] e [code]1.0[/code] se [code]weight[/code] si trova tra "
-"[code]from[/code] e [code]to[/code] (inclusi).\n"
+"[code]from[/code] e [code]to[/code] (inclusi). Se [code]weight[/code] si "
+"trova fuori portata, allora un fattore di estrapolazione verrà ritornato "
+"(ritorna un valore minore di [code]0.0[/code] o maggiore di [code]1.0[/"
+"code]). Usa [method clamp] sul risultato di [method inverse_lerp] se è un "
+"risultato non desiderato.\n"
"[codeblock]\n"
"# Il rapporto di interpolazione nella chiamata di `lerp()` è minore di "
"0.75.\n"
@@ -945,13 +954,13 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -963,11 +972,15 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Interpola linearmente tra due valori mediante un valore definito in "
"[code]weight[/code]. Per interpolare, [code]weight[/code] dovrebbe rimanere "
-"tra [code]0.0[/code] e [code]1.0[/code] (inclusi).\n"
+"tra [code]0.0[/code] e [code]1.0[/code] (inclusi). Tuttavia, i valori fuori "
+"da questo range sono permessi e possono essere utilizzati per eseguire "
+"[i]extrapolation[/i]. Utilizza [method clamp] sul risultato di [method lerp] "
+"se non lo si desidera.\n"
"Se gli argomenti [code]from[/code] e [code]to[/code] sono di tipo [int] o "
"[float], il valore di ritorno è un [float].\n"
"Se entrambi sono dello stesso tipo di vettore ([Vector2], [Vector3] o "
@@ -983,7 +996,6 @@ msgstr ""
"combinalo con [method ease] o [method smoothstep]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -1008,18 +1020,25 @@ msgid ""
msgstr ""
"Interpola linearmente tra due angoli (in radianti) con un valore "
"normalizzato.\n"
-"Simile a [metodo lerp], ma interpola correttamente quando gli angoli sono "
+"Simile a [method lerp], ma interpola correttamente quando gli angoli sono "
"attorno [costante @GDScript.TAU]. Per eseguire un'interpolazione alleggerita "
"con [method lerp_angle], combinalo con [method ease] o [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
-" var min_angle = deg2rad(0.0)\n"
-" var max_angle = deg2rad(90.0)\n"
-" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
-" elapsed += delta\n"
-"[/codeblock]"
+" var min_angle = deg2rad(0.0)\n"
+" var max_angle = deg2rad(90.0)\n"
+" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+" elapsed += delta\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Questo metodo interpola linearmente tra [code]da[/code] e "
+"[code]a[/code]. Tuttavia, quando questi due angoli sono approssimativamente "
+"[code]PI + k * TAU[/code] distanti per qualsiasi numero intero [code]k[/"
+"code], non è ovvio in quale modo si interpolano a causa di errori di "
+"precisione a virgola mobile. Per esempio, [code]lerp_angle(0, PI, weight)[/"
+"code] interpola in senso anti-orario, mentre [code]lerp_angle(0, PI + 5 * "
+"TAU, weight)[/code] interpola in senso orario."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1268,7 +1287,6 @@ msgstr ""
"coordinate cartesiane (assi X e Y)."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -1293,7 +1311,7 @@ msgstr ""
"for i in range(-3, 4):\n"
" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
-"Produces:\n"
+"Produce:\n"
"[codeblock]\n"
"-3 0 0\n"
"-2 -2 1\n"
@@ -1371,7 +1389,6 @@ msgstr ""
"messaggi di debug ed errore che vengono mostrati con la stack trace."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1381,28 +1398,27 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"Stampa un stack trace nella posizione del codice, funziona solo quando il "
-"debugger è attivato.\n"
+"Come [method print], ma include l'attuale stack frame quando si avvia con il "
+"debugger attivato.\n"
"L'output nella console apparirà come:\n"
"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Stampa un stack trace nella posizione del codice, funziona solo quando il "
-"debugger è attivato.\n"
-"L'output nella console apparirà come:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1520,7 +1536,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
@@ -1529,11 +1544,12 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
-"Un range casuale, un qualsiasi numero in virgola mobile tra [code]from[/"
-"code] e [code]to[/code]\n"
+"Ritorna in modo casuale un numero a virgola mobile tra [code]from[/code] e "
+"[code]to[/code] (incluse entrambe le estremità).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Stampa 0.135591 0.405263\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Nota:[/b] Ciò equivale a [code]randf() * (to - from) + from[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1555,8 +1571,8 @@ msgid ""
"randf() # Returns e.g. 0.375671\n"
"[/codeblock]"
msgstr ""
-"Restituisce un numero casuale in virgola mobile nell'intervallo [code][0, 1]"
-"[/code].\n"
+"Restituisce un numero casuale a virgola mobile nell'intervallo [code][0, 1][/"
+"code].\n"
"[codeblock]\n"
"randf() # Restituisce ad esempio 0.375671\n"
"[/codeblock]"
@@ -1640,20 +1656,68 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"Ritorna un array contenente l'intervallo dato. [method range] può essere "
+"chiamato in tre modi:\n"
+"[code]range(n:int)[/code]: Parte da 0, incrementa di 1 a ogni passaggio, e "
+"si ferma [i]prima di[/i][code]n[/code]. L'argomento [code]n[/code] è "
+"[b]esclusivo[/b].\n"
+"[code]range(b: int, n: int)[/code]: Parte da [code]b[/code], incrementa di 1 "
+"ad ogni passaggio, e si ferma [i]prima di[/i][code]n[/code].Gli argomenti "
+"[code]b[/code] e [code]n[/code] sono, rispettivamente, [b]inclusivo[/b] ed "
+"[b]esclusivo[/b].\n"
+"[code]range(b: int, n: int, s: int)[/code]: Parte da [code]b[/code], aumenta/"
+"diminuisce di [code]s[/code] ad ogni passaggio, e si ferma [i]prima di[/i]"
+"[code]n[/code]. Gli argomenti [code]b[/code] e [code]n[/code] sono, "
+"rispettivamente, [b]inclusivi[/b] ed [b]esclusivi[/b]. L'argomento [code]s[/"
+"code] [b]può[/b] essere negativo, ma non [code]0[/code]. Se [code]s[/code] è "
+"[code]0[/code], un messaggio di errore verrà stampato su schermo.\n"
+"[method range] converte tutti gli argomenti a [int] prima di processarli.\n"
+"[b]Nota:[/b] Ritorna un array vuoto se nessun valore soddisfa i requisiti "
+"(es. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
+"Esempi:\n"
+"[codeblock]\n"
+"print(range(4)) # Scrive [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Scrive [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Scrive [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Scrive [4, 3, 2]\n"
+"[/codeblock]\n"
+"Per iterare su un [Array] inverso, usare:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Risultato:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
-msgstr ""
-"Effettua una mappatura di un valore [code]value[/code] da un intervallo "
-"[code][istart, istop][/code] in [code][ostart, ostop][/code].\n"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
+msgstr ""
+"Mostra un [code]value[/code] da [code][istart, istop][/code] a [code]"
+"[ostart, ostop][/code]. Vedi anche [methop lerp] e [method inverse_lerp]. Se "
+"[code]value[/code] è fuori da [code][istart, istop][/code], allora il numero "
+"che risulterà sarà anche esso fuori da [code][ostart, ostop][/code]. "
+"Utilizza [method clamp] sul risultato di [method range_lerp] se non lo si "
+"desidera.\n"
"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Restituisce 0.5\n"
-"[/codeblock]"
+"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
+"[/codeblock]\n"
+"Per utilizzi complessi in cui ti servono molteplici range, considera "
+"piuttosto l'utilizzo di [Curve] o [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1758,6 +1822,29 @@ msgid ""
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
+"Ritorna il risultato della regolare interpolazione del valore di [code]s[/"
+"code] tra [code]0[/code] e [code]1[/code], basata sulla posizione di "
+"[code]s[/code] rispetto agli angoli [code]from[/code] e [code]to[/code].\n"
+"Il valore di ritorno è [code]0[/code] if [code]s <= from[/code], e [code]1[/"
+"code] if [code]s >= to[/code]. Se [code]s[/code] è posizionato tra "
+"[code]from[/code] e [code]to[/code], il valore di ritorno seguirà una curva "
+"a forma di S che mostrerà [code]s[/code] tra [code]0[/code] e [code]1[/"
+"code].\n"
+"La curva a forma di S è l'interpolatore cubico Hermite, dato da [code]f(y) = "
+"3*y^2 - 2*y^3[/code] dove [code]y = (x-from) / (to-from)[/code].\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # Returns 0.0\n"
+"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
+"smoothstep(0, 2, 1.0) # Returns 0.5\n"
+"smoothstep(0, 2, 2.0) # Returns 1.0\n"
+"[/codeblock]\n"
+"Rispetto a [method ease] con un valore di curva di [code]-1.6521[/code], "
+"[method smoothstep] ritorna la curva più regolare possibile senza improvvisi "
+"cambiamenti sulla derivata. Se hai bisogno di effettuare transizioni più "
+"avanzate, usa [Tween] o [AnimationPlayer].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"smoothstep_ease_comparison.png] Confronto tra smoothstep() e ease(x, "
+"-1.6521) fa tornare i valori[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1799,7 +1886,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
"be used to round a floating point number to an arbitrary number of "
@@ -1810,12 +1896,12 @@ msgid ""
"[/codeblock]\n"
"See also [method ceil], [method floor], [method round], and [int]."
msgstr ""
-"Arrotonda un valore float [code]s[/code] ad un valore [code]step[/code] su "
-"una scala. Questo può essere anche utilizzato per arrotondare un valore "
-"float ad un numero arbitrario di cifre decimali.\n"
+"Scatta un valore float [code]s[/code] ad un valore [code]step[/code]. Questo "
+"può essere anche utilizzato per arrotondare un valore float ad un numero "
+"arbitrario di cifre decimali.\n"
"[codeblock]\n"
"stepify(100, 32) # Ritorna 96.0\n"
-"stepify(3.14159, 0.01) # Ritorna3.14\n"
+"stepify(3.14159, 0.01) # Ritorna 3.14\n"
"[/codeblock]\n"
"Guarda anche [method ceil], [method floor], [method round] e [int]."
@@ -1944,6 +2030,15 @@ msgid ""
" print(\"unexpected results\")\n"
"[/codeblock]"
msgstr ""
+"Ritorna l'internal type della Variant dell'oggetto, utilizzando i valori "
+"[enum Variant.Type].\n"
+"[codeblock]\n"
+"p = parse_json('[\"a\", \"b\", \"c\"]')\n"
+"if typeof(p) == TYPE_ARRAY:\n"
+" print(p[0]) # Prints a\n"
+"oppure:\n"
+" print(\"unexpected results\")\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2047,6 +2142,26 @@ msgid ""
"[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
"by giving the user control over the minimum value."
msgstr ""
+"Avvolge il float [code]value[/code] tra [code]min[/code] e [code]max[/"
+"code].\n"
+"Utilizzabile per creare dei funzionamenti simili a loop o infinite "
+"superfici.\n"
+"[codeblock]\n"
+"# Infinite loop between 5.0 and 9.9\n"
+"value = wrapf(value + 0.1, 5.0, 10.0)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, -PI, PI)\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Se [code]min[/code] è [code]0[/code], ciò è equivalente a "
+"[method fposmod], quindi utilizza quello preferibilmente.\n"
+"[code]wrapf[/code] è più flessibile rispetto all'approccio [method fposmod] "
+"dando l'user control sopra il valore minimo."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2197,6 +2312,16 @@ msgid ""
"code] will not result in [constant INF] and will result in a run-time error "
"instead."
msgstr ""
+"L'infinità positiva della virgola mobile. Questo è il risultato della "
+"divisione in virgola mobile quando il divisore è [code]0.0[/code]. Per "
+"infinità negativa, utilizza [code]-INF[/code]. Dividere per [code]-0.0[/"
+"code] risulterà in infinità negativa se è il numeratore è positivo, quindi "
+"dividere per [code]0.0[/code] non è lo stesso di dividere per [code]-0.0[/"
+"code] (nonostante [code]0.0 == -0.0[/code] ritorni [code]true[/code]).\n"
+"[b]Nota:[/b] L'infinità numerica è solo un concetto per numeri a virgola "
+"mobile, e non ha equivalenti per numeri interi. Dividere un numero intero "
+"per [code]0[/code] non risulterà in [constant INF] e risulterà, invece, in "
+"un errore di avviamento."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2222,7 +2347,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Global scope constants and variables."
-msgstr ""
+msgstr "Costanti e variabili degli ambiti globali."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -2231,6 +2356,11 @@ msgid ""
"Singletons are also documented here, since they can be accessed from "
"anywhere."
msgstr ""
+"Costanti e varianti degli ambiti globali. Questo è ciò che risiede nei "
+"globali, le costanti riguardano gli errori di codice, scancodes, property "
+"hints, ecc...\n"
+"I Singletons sono documentati anche qui, dato che sono accessibili da "
+"qualsiasi parte."
#: doc/classes/@GlobalScope.xml
msgid "The [ARVRServer] singleton."
@@ -2293,19 +2423,16 @@ msgid "The [Marshalls] singleton."
msgstr "Il singleton [Marshalls]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Navigation2DServer] singleton."
-msgstr "Il singleton [TranslationServer]."
+msgstr "Il singleton [Navigation2DServer]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationMeshGenerator] singleton."
-msgstr "Il singleton [EditorNavigationMeshGenerator]."
+msgstr "Il singleton [NavigationMeshGenerator]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationServer] singleton."
-msgstr "Il singleton [TranslationServer]."
+msgstr "Il singleton [NavigationServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [OS] singleton."
@@ -2336,9 +2463,8 @@ msgid "The [ResourceSaver] singleton."
msgstr "Il singleton [ResourceSaver]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Time] singleton."
-msgstr "Il singleton [Engine]."
+msgstr "Il singleton [Time]."
#: doc/classes/@GlobalScope.xml
msgid "The [TranslationServer] singleton."
@@ -2398,16 +2524,22 @@ msgid ""
"General vertical alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
+"L'allineamento generale verticale, solitamente utilizzato per [Separator], "
+"[Scrollbar], [Slider], ecc."
#: doc/classes/@GlobalScope.xml
msgid ""
"General horizontal alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
+"L'allineamento orizzontale generale, solitamente utilizzato per [Separator], "
+"[Scrollbar], [Slider], etc."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Horizontal left alignment, usually for text-derived classes."
msgstr ""
+"L'allineamento orizzontale sinistro, solitamente per text-derived classes."
#: doc/classes/@GlobalScope.xml
msgid "Horizontal center alignment, usually for text-derived classes."
@@ -2680,26 +2812,24 @@ msgid "Context menu key."
msgstr "Tasto menu contestuale."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Left Hyper key."
msgstr "Tasto Hyper sinistro."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Right Hyper key."
msgstr "Tasto Hyper destro."
#: doc/classes/@GlobalScope.xml
msgid "Help key."
-msgstr ""
+msgstr "Tasto help."
#: doc/classes/@GlobalScope.xml
msgid "Left Direction key."
-msgstr ""
+msgstr "Il tasto direzionale sinistro."
#: doc/classes/@GlobalScope.xml
msgid "Right Direction key."
-msgstr ""
+msgstr "Il tasto direzionale destro."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -2735,7 +2865,7 @@ msgstr "Tasto del volume su."
#: doc/classes/@GlobalScope.xml
msgid "Bass Boost key."
-msgstr ""
+msgstr "Il tasto Bass Boost."
#: doc/classes/@GlobalScope.xml
msgid "Bass up key."
@@ -2769,7 +2899,7 @@ msgstr "Tasto brano successivo."
#: doc/classes/@GlobalScope.xml
msgid "Media record key."
-msgstr ""
+msgstr "Tasto di registrazione."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -2777,98 +2907,96 @@ msgid "Home page key."
msgstr "Tasto pagina iniziale."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Favorites key."
msgstr "Tasto Preferiti."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Search key."
msgstr "Tasto Ricerca."
#: doc/classes/@GlobalScope.xml
msgid "Standby key."
-msgstr ""
+msgstr "Tasto Modalità Riposo."
#: doc/classes/@GlobalScope.xml
msgid "Open URL / Launch Browser key."
-msgstr ""
+msgstr "Tasto Apri URL / Avvia Browser."
#: doc/classes/@GlobalScope.xml
msgid "Launch Mail key."
-msgstr ""
+msgstr "Tasto Avvia Mail."
#: doc/classes/@GlobalScope.xml
msgid "Launch Media key."
-msgstr ""
+msgstr "Tasto Avvia Media."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 0 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 0."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 1 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 1."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 2 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 2."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 3 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 3."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 4 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 4."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 5 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 5."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 6 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 6."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 7 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 7."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 8 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 8."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 9 key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut 9."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut A key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut A."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut B key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut B."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut C key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut C."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut D key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut D."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut E key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut E."
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut F key."
-msgstr ""
+msgstr "Tasto Avvia Shortcut F."
#: doc/classes/@GlobalScope.xml
msgid "Unknown key."
-msgstr ""
+msgstr "Tasto Sconosciuto."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -2886,117 +3014,94 @@ msgid "\" key."
msgstr "Tasto \"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "# key."
msgstr "Tasto #."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "$ key."
msgstr "Tasto $."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "% key."
msgstr "Tasto %."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "& key."
msgstr "Tasto &."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "' key."
msgstr "Tasto '."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "( key."
msgstr "Tasto (."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ") key."
msgstr "Tasto )."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "* key."
msgstr "Tasto *."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "+ key."
msgstr "Tasto +."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ", key."
msgstr "Tasto ,."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "- key."
msgstr "Tasto -."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ". key."
msgstr "Tasto \".\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "/ key."
msgstr "Tasto /."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 0."
msgstr "Numero 0."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 1."
msgstr "Numero 1."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 2."
msgstr "Numero 2."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 3."
msgstr "Numero 3."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 4."
msgstr "Numero 4."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 5."
msgstr "Numero 5."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 6."
msgstr "Numero 6."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 7."
msgstr "Numero 7."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 8."
msgstr "Numero 8."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Number 9."
msgstr "Numero 9."
@@ -3006,127 +3111,102 @@ msgid ": key."
msgstr "Tasto :."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "; key."
msgstr "Tasto ;."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "< key."
msgstr "Tasto <."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "= key."
msgstr "Tasto =."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "> key."
msgstr "Tasto >."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "? key."
msgstr "Tasto ?."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "@ key."
msgstr "Tasto @."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "A key."
msgstr "Tasto A."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "B key."
msgstr "Tasto B."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "C key."
msgstr "Tasto C."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "D key."
msgstr "Tasto D."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "E key."
msgstr "Tasto E."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "F key."
msgstr "Tasto F."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "G key."
msgstr "Tasto G."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "H key."
msgstr "Tasto H."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "I key."
msgstr "Tasto I."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "J key."
msgstr "Tasto J."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "K key."
msgstr "Tasto K."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "L key."
msgstr "Tasto L."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "M key."
msgstr "Tasto M."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "N key."
msgstr "Tasto N."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "O key."
msgstr "Tasto O."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "P key."
msgstr "Tasto P."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Q key."
msgstr "Tasto Q."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "R key."
msgstr "Tasto R."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "S key."
msgstr "Tasto S."
@@ -3136,88 +3216,72 @@ msgid "T key."
msgstr "Tasto T."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "U key."
msgstr "Tasto U."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "V key."
msgstr "Tasto V."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "W key."
msgstr "Tasto W."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "X key."
msgstr "Tasto X."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Y key."
msgstr "Tasto Y."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Z key."
msgstr "Tasto Z."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "[ key."
msgstr "Tasto [."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "\\ key."
msgstr "Tasto \\."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "] key."
msgstr "Tasto ]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "^ key."
msgstr "Tasto ^."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "_ key."
msgstr "Tasto _."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "` key."
msgstr "Tasto '."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "{ key."
msgstr "Tasto {."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "| key."
msgstr "Tasto |."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "} key."
msgstr "Tasto }."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "~ key."
msgstr "Tasto ~."
#: doc/classes/@GlobalScope.xml
msgid "Non-breakable space key."
-msgstr ""
+msgstr "Tasto spazio Non-breakable."
#: doc/classes/@GlobalScope.xml
#, fuzzy
@@ -3245,307 +3309,248 @@ msgid "¥ key."
msgstr "Tasto ¥."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¦ key."
msgstr "Tasto ¦."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "§ key."
msgstr "Tasto §."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¨ key."
msgstr "Tasto ¨."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "© key."
msgstr "Tasto ©."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "ª key."
msgstr "Tasto ª."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "« key."
msgstr "Tasto «."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¬ key."
msgstr "Tasto ¬."
#: doc/classes/@GlobalScope.xml
msgid "Soft hyphen key."
-msgstr ""
+msgstr "Tasto trattino morbido."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "® key."
msgstr "Tasto ®."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¯ key."
msgstr "Tasto ¯."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "° key."
msgstr "Tasto °."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "± key."
msgstr "Tasto ±."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "² key."
msgstr "Tasto ²."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "³ key."
msgstr "Tasto ³."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "´ key."
msgstr "Tasto ´."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "µ key."
msgstr "Tasto µ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¶ key."
msgstr "Tasto ¶."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "· key."
msgstr "Tasto ·."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¸ key."
msgstr "Tasto ¸."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¹ key."
msgstr "Tasto ¹."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "º key."
msgstr "Tasto º."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "» key."
msgstr "Tasto »."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¼ key."
msgstr "Tasto ¼."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "½ key."
msgstr "Tasto ½."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¾ key."
msgstr "Tasto ¾."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "¿ key."
msgstr "Tasto ¿."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "À key."
msgstr "Tasto À."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Á key."
msgstr "Tasto Á."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Â key."
msgstr "Tasto Â."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ã key."
msgstr "Tasto Ã."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ä key."
msgstr "Tasto Ä."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Å key."
msgstr "Tasto Å."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Æ key."
msgstr "Tasto Æ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ç key."
msgstr "Tasto Ç."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "È key."
msgstr "Tasto È."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "É key."
msgstr "Tasto É."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ê key."
msgstr "Tasto Ê."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ë key."
msgstr "Tasto Ë."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ì key."
msgstr "Tasto Ì."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Í key."
msgstr "Tasto Í."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Î key."
msgstr "Tasto Î."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ï key."
msgstr "Tasto Ï."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ð key."
msgstr "Tasto Ð."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ñ key."
msgstr "Tasto Ñ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ò key."
msgstr "Tasto Ò."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ó key."
msgstr "Tasto Ó."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ô key."
msgstr "Tasto Ô."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Õ key."
msgstr "Tasto Õ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ö key."
msgstr "Tasto Ö."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "× key."
msgstr "Tasto ×."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ø key."
msgstr "Tasto Ø."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ù key."
msgstr "Tasto Ù."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ú key."
msgstr "Tasto Ú."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Û key."
msgstr "Tasto Û."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ü key."
msgstr "Tasto Ü."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Ý key."
msgstr "Tasto Ý."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Þ key."
msgstr "Tasto Þ."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "ß key."
msgstr "Tasto ß."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "÷ key."
msgstr "Tasto ÷."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "ÿ key."
msgstr "Tasto ÿ."
#: doc/classes/@GlobalScope.xml
msgid "Key Code mask."
-msgstr ""
+msgstr "Tasto Code mask."
#: doc/classes/@GlobalScope.xml
msgid "Modifier key mask."
@@ -3553,11 +3558,11 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Shift key mask."
-msgstr ""
+msgstr "Tasto Shift."
#: doc/classes/@GlobalScope.xml
msgid "Alt key mask."
-msgstr ""
+msgstr "Tasto Alt."
#: doc/classes/@GlobalScope.xml
msgid "Meta key mask."
@@ -3565,7 +3570,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ctrl key mask."
-msgstr ""
+msgstr "Tasto Ctrl."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3574,61 +3579,62 @@ msgid ""
"mask should be preferred to [constant KEY_MASK_META] or [constant "
"KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
msgstr ""
+"Tasto Comandi. Su macOS, ciò equivale a [constant KEY_MASK_META]. Su altre "
+"piattaforme, ciò equivale a [constant KEY_MASK_CTRL]. Questo tasto dovrebbe "
+"essere preferito a [constant KEY_MASK_META] o [constant KEY_MASK_CTRL] per "
+"sistemi di shortcut in quanto gestito correttamente da tutte le piattaforme."
#: doc/classes/@GlobalScope.xml
msgid "Keypad key mask."
-msgstr ""
+msgstr "Tasto Keypad."
#: doc/classes/@GlobalScope.xml
msgid "Group Switch key mask."
-msgstr ""
+msgstr "Tasto Group Switch."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Left mouse button."
msgstr "Tasto sinistro del mouse."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Right mouse button."
msgstr "Tasto destro del mouse."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Middle mouse button."
msgstr "Tasto centrale del mouse."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 (only present on some mice)."
-msgstr ""
+msgstr "Tasto Mouse Extra 1 (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 (only present on some mice)."
-msgstr ""
+msgstr "Tasto Mouse Extra 1 (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel up."
-msgstr ""
+msgstr "Rotella del Mouse in su'."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel down."
-msgstr ""
+msgstr "Rotella del mouse in giu'."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel left button (only present on some mice)."
-msgstr ""
+msgstr "Tasto rotella sinistra del mouse (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel right button (only present on some mice)."
-msgstr ""
+msgstr "Tasto rotella del mouse destra (presente solo su alcuni mouse)."
#: doc/classes/@GlobalScope.xml
msgid "Left mouse button mask."
-msgstr ""
+msgstr "Tasto sinistro del mouse."
#: doc/classes/@GlobalScope.xml
msgid "Right mouse button mask."
-msgstr ""
+msgstr "Tasto destro del mouse."
#: doc/classes/@GlobalScope.xml
msgid "Middle mouse button mask."
@@ -3648,95 +3654,95 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 0."
-msgstr ""
+msgstr "Tasto 0 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 1."
-msgstr ""
+msgstr "Tasto 1 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 2."
-msgstr ""
+msgstr "Tasto 2 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 3."
-msgstr ""
+msgstr "Tasto 3 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 4."
-msgstr ""
+msgstr "Tasto 4 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 5."
-msgstr ""
+msgstr "Tasto 5 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 6."
-msgstr ""
+msgstr "Tasto 6 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 7."
-msgstr ""
+msgstr "Tasto 7 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 8."
-msgstr ""
+msgstr "Tasto 8 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 9."
-msgstr ""
+msgstr "Tasto 9 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 10."
-msgstr ""
+msgstr "Tasto 10 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 11."
-msgstr ""
+msgstr "Tasto 11 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 12."
-msgstr ""
+msgstr "Tasto 12 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 13."
-msgstr ""
+msgstr "Tasto 13 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 14."
-msgstr ""
+msgstr "Tasto 14 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 15."
-msgstr ""
+msgstr "Tasto 15 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 16."
-msgstr ""
+msgstr "Tasto 16 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 17."
-msgstr ""
+msgstr "Tasto 17 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 18."
-msgstr ""
+msgstr "Tasto 18 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 19."
-msgstr ""
+msgstr "Tasto 19 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 20."
-msgstr ""
+msgstr "Tasto 20 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 21."
-msgstr ""
+msgstr "Tasto 21 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 22."
-msgstr ""
+msgstr "Tasto 22 Gamepad."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3746,114 +3752,125 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"Il numero massimo di tasti di controller di gioco supportati dal motore. Il "
+"reale limite potrebbe essere inferiore su piattaforme specifiche:\n"
+"- Android: Fino a 36 tasti.\n"
+"- Linux: Fino a 80 tasti.\n"
+"- Windows e macOS: Fino a 128 tasti."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
-msgstr ""
+msgstr "Tasto Cerchio del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "DualShock X button."
-msgstr ""
+msgstr "Tasto X del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "DualShock square button."
-msgstr ""
+msgstr "Tasto Quadrato del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "DualShock triangle button."
-msgstr ""
+msgstr "Tasto Triangolo del DualShock."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller B button."
-msgstr ""
+msgstr "Tasto B del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller A button."
-msgstr ""
+msgstr "Tasto A del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller X button."
-msgstr ""
+msgstr "Tasto X del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller Y button."
-msgstr ""
+msgstr "Tasto Y del controller Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller A button."
-msgstr ""
+msgstr "Tasto A del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller B button."
-msgstr ""
+msgstr "Tasto B del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller X button."
-msgstr ""
+msgstr "Tasto X del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller Y button."
-msgstr ""
+msgstr "Tasto Y del controller Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Grip (side) buttons on a VR controller."
-msgstr ""
+msgstr "Tasti Grip (di lato) su un controller VR."
#: doc/classes/@GlobalScope.xml
msgid "Push down on the touchpad or main joystick on a VR controller."
-msgstr ""
+msgstr "Premi giù sul touchpad o il joystick principale su un controller VR."
#: doc/classes/@GlobalScope.xml
msgid "Trigger on a VR controller."
-msgstr ""
+msgstr "Trigger su un controller VR."
#: doc/classes/@GlobalScope.xml
msgid ""
"A button on the right Oculus Touch controller, X button on the left "
"controller (also when used in OpenVR)."
msgstr ""
+"Tasto A sul controller destro Oculus Touch, tasto X sul controller sinistro "
+"(anche quando utilizzato in OpenVR)."
#: doc/classes/@GlobalScope.xml
msgid ""
"B button on the right Oculus Touch controller, Y button on the left "
"controller (also when used in OpenVR)."
msgstr ""
+"Tasto B sul controller destro Oculus Touch, tasto Y sul controller sinistro "
+"(anche quando utilizzando in OpenVR)."
#: doc/classes/@GlobalScope.xml
msgid "Menu button on either Oculus Touch controller."
-msgstr ""
+msgstr "Tasto Menu su entrambi i controller Oculus Touch."
#: doc/classes/@GlobalScope.xml
msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
msgstr ""
+"Tasto Menu in OpenVR (tranne quando sono in utilizzo i controller Oculus "
+"Touch)."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button Select."
-msgstr ""
+msgstr "Tasto Select del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button Start."
-msgstr ""
+msgstr "Tasto Start del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad up."
-msgstr ""
+msgstr "Tasto in su' DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad down."
-msgstr ""
+msgstr "Tasto in giu' DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad left."
-msgstr ""
+msgstr "Tasto sinistro DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad right."
-msgstr ""
+msgstr "Tasto destro DPad del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL guide button."
-msgstr ""
+msgstr "Tasto Guida SDL del Gamepad."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL miscellaneous button."
@@ -4081,6 +4098,7 @@ msgid ""
msgstr ""
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"Methods that return [enum Error] return [constant OK] when no error "
"occurred. Note that many functions don't return an error code but will print "
@@ -4096,30 +4114,39 @@ msgid ""
" print(\"Still failing!\")\n"
"[/codeblock]"
msgstr ""
+"Metodi che ritornano [enum Error] ritornano [constant OK] quando non risulta "
+"alcun errore. Nota che molte funzioni non ritornano un errore di codice ma "
+"stampano messaggi di errore come standard output.\n"
+"Dato che [constant OK] ha valore 0, e tutti gli altri codici mancati sono "
+"interi positivi, può essere utilizzato anche nei controlli booleani, e.g.:\n"
+"[codeblock]\n"
+"var err = method_that_returns_error()\n"
+"if err != OK:\n"
+" print(\"Failure!\")\n"
+"# O, equivalente:\n"
+"if err:\n"
+" print(\"Still failing!\")\n"
+"[/codeblock]"
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Generic error."
msgstr "Errore generico."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unavailable error."
msgstr "Errore non disponibile."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unconfigured error."
msgstr "Errore non configurato."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Unauthorized error."
msgstr "Errore non autorizzato."
#: doc/classes/@GlobalScope.xml
msgid "Parameter range error."
-msgstr ""
+msgstr "Errore di parametro del range."
#: doc/classes/@GlobalScope.xml
msgid "Out of memory (OOM) error."
@@ -4139,11 +4166,11 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: No permission error."
-msgstr ""
+msgstr "File: Errore nessun permesso."
#: doc/classes/@GlobalScope.xml
msgid "File: Already in use error."
-msgstr ""
+msgstr "File: Errore già in uso."
#: doc/classes/@GlobalScope.xml
msgid "File: Can't open error."
@@ -4158,13 +4185,12 @@ msgid "File: Can't read error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "File: Unrecognized error."
msgstr "File: Errore non riconosciuto."
#: doc/classes/@GlobalScope.xml
msgid "File: Corrupt error."
-msgstr ""
+msgstr "File: Errore corrotto."
#: doc/classes/@GlobalScope.xml
msgid "File: Missing dependencies error."
@@ -4175,14 +4201,12 @@ msgid "File: End of file (EOF) error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Can't open error."
-msgstr "Impossibile aprire l'errore."
+msgstr "Impossibile aprire errore."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Can't create error."
-msgstr "Impossibile creare l'errore."
+msgstr "Impossibile creare errore."
#: doc/classes/@GlobalScope.xml
msgid "Query failed error."
@@ -4190,35 +4214,31 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Already in use error."
-msgstr ""
+msgstr "Errore già in uso."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Locked error."
msgstr "Errore bloccato."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Timeout error."
msgstr "Errore di timeout."
#: doc/classes/@GlobalScope.xml
msgid "Can't connect error."
-msgstr ""
+msgstr "Errore impossibile connettersi."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Can't resolve error."
msgstr "Impossibile risolvere l'errore."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Connection error."
msgstr "Errore di connessione."
#: doc/classes/@GlobalScope.xml
msgid "Can't acquire resource error."
-msgstr ""
+msgstr "Impossibile acquisire fonte dell'errore."
#: doc/classes/@GlobalScope.xml
msgid "Can't fork process error."
@@ -4229,36 +4249,32 @@ msgid "Invalid data error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Invalid parameter error."
msgstr "Errore di parametro non valido."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Already exists error."
-msgstr "Esiste già l'errore."
+msgstr "Errore già esistente."
#: doc/classes/@GlobalScope.xml
msgid "Does not exist error."
-msgstr ""
+msgstr "Errore inesistente."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Database: Read error."
msgstr "Database: Errore di lettura."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Database: Write error."
msgstr "Database: Errore di scrittura."
#: doc/classes/@GlobalScope.xml
msgid "Compilation failed error."
-msgstr ""
+msgstr "Errore compilazione fallita."
#: doc/classes/@GlobalScope.xml
msgid "Method not found error."
-msgstr ""
+msgstr "Errore metodo non trovato."
#: doc/classes/@GlobalScope.xml
msgid "Linking failed error."
@@ -4266,24 +4282,23 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Script failed error."
-msgstr ""
+msgstr "Errore script fallito."
#: doc/classes/@GlobalScope.xml
msgid "Cycling link (import cycle) error."
msgstr ""
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Invalid declaration error."
msgstr "Errore di dichiarazione non valida."
#: doc/classes/@GlobalScope.xml
msgid "Duplicate symbol error."
-msgstr ""
+msgstr "Errore simbolo duplicato."
#: doc/classes/@GlobalScope.xml
msgid "Parse error."
-msgstr ""
+msgstr "Errore di analizzazione."
#: doc/classes/@GlobalScope.xml
msgid "Busy error."
@@ -4295,21 +4310,23 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Help error."
-msgstr ""
+msgstr "Errore aiuto."
#: doc/classes/@GlobalScope.xml
msgid "Bug error."
-msgstr ""
+msgstr "Errore bug."
#: doc/classes/@GlobalScope.xml
msgid ""
"Printer on fire error. (This is an easter egg, no engine methods return this "
"error code.)"
msgstr ""
+"Errore stampante a fuoco. (E' un easter egg, nessun motore di metodi riporta "
+"questo codice di errore.)"
#: doc/classes/@GlobalScope.xml
msgid "No hint for the edited property."
-msgstr ""
+msgstr "Nessun indizio sulle proprietà modificate."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4320,6 +4337,13 @@ msgid ""
"above the max or below the min values. Example: [code]\"-360,360,1,"
"or_greater,or_lesser\"[/code]."
msgstr ""
+"Indica che un numero intero o proprietà mobile dovrebbe essere in un range "
+"specifico tramite la stringa indicativa [code]\"min,max\"[/code] o "
+"[code]\"min,max,step\"[/code]. La stringa indicativa può, opzionalmente, "
+"includere [code]\"or_greater\"[/code] e/o [code]\"or_lesser\"[/code] per "
+"permettere un input manuale che vada rispettivamente sopra il massimo o "
+"sotto il minimo dei valori. Esempio: [code]\"-360,360,1,or_greater,"
+"or_lesser\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4330,6 +4354,13 @@ msgid ""
"above the max or below the min values. Example: [code]\"0.01,100,0.01,"
"or_greater\"[/code]."
msgstr ""
+"Indica che una proprietà mobile dovrebbe essere in un range esponenziale "
+"specificato tramite la stringa indicativa [code]\"min,max\"[/code] "
+"o[code]\"min,max,step\"[/code]. La stringa indicativa può, opzionalmente, "
+"includere [code]\"or_greater\"[/code] e/o [code]\"or_lesser\"[/code] per "
+"permettere un input manuale di andare rispettivamente sopra il massimo o "
+"sotto il minimo dei valori. Esempio: [code]\"0.01,100,0.01,or_greater\"[/"
+"code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4341,6 +4372,13 @@ msgid ""
"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
"One,Three:3,Four,Six:6\"[/code]."
msgstr ""
+"Indica che una proprietà intera, mobile o stringa sia un valore innumerato "
+"da scegliere tramite una specifica stringa indicativa.\n"
+"La stringa indicativa è un elenco di nomi come [code]\"Hello,Something,"
+"Else\"[/code]. Per proprietà intere o mobili, il primo nome sulla lista ha "
+"valore 0, il successivo 1, e così via. I valori espliciti possono anche "
+"essere specificati aggiungendo [code]:integer[/code] al nome, p.e. "
+"[code]\"Zero,One,Three:3,Four,Six:6\"[/code]."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4468,6 +4506,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -5153,8 +5211,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5848,19 +5905,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5881,21 +5940,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5905,9 +5968,10 @@ msgstr "Restituisce la tangente del parametro."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6559,9 +6623,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6735,8 +6799,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7112,13 +7176,12 @@ msgid ""
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
-#, fuzzy
msgid ""
"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
"at the specified slot."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce se nodo [code]id[/code] e [code]dst_id[/code] sono connessi "
+"nella specifica casella."
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend2 node given its name."
@@ -7463,7 +7526,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7700,7 +7768,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -8074,7 +8147,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8259,6 +8335,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8278,9 +8357,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -8348,7 +8431,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8690,12 +8781,14 @@ msgid ""
msgstr ""
#: doc/classes/ARVRController.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the button at index [code]button[/code] is "
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Ritorna [code]true[/code]se il tasto sull'indice [code]button[/code] è stato "
+"premuto. Vedi [enum JoystickList], in particolare i [code]JOY_VR_*[/code] "
+"costanti."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9239,9 +9332,8 @@ msgstr ""
#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
-#, fuzzy
msgid "GUI containers"
-msgstr "Contenitore a schede."
+msgstr "Contenitore a schede"
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
@@ -9758,8 +9850,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9810,20 +9903,29 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce [code]true[/code] se almeno [code]frames[/code] frame audio sono "
+"disponibili per la lettura nell'internal ring buffer."
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
@@ -10059,12 +10161,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -10610,7 +10706,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10771,12 +10872,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10906,12 +11011,14 @@ msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
+"esiste, [code]false[/code] altrimenti."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -10927,6 +11034,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -11067,7 +11189,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -11424,14 +11549,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11441,22 +11566,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12749,7 +12874,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12842,7 +12967,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12870,9 +12997,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -13161,9 +13288,9 @@ msgid "The camera's process callback. See [enum Camera2DProcessMode]."
msgstr ""
#: doc/classes/Camera2D.xml
-#, fuzzy
msgid "If [code]true[/code], the camera view rotates with the target."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Se [code]true[/code], la visuale della telecamera ruota insieme al target."
#: doc/classes/Camera2D.xml
msgid ""
@@ -13301,11 +13428,12 @@ msgid "Returns an array of [CameraFeed]s."
msgstr ""
#: doc/classes/CameraServer.xml
-#, fuzzy
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce il [CameraFeed] corrispondente alla telecamera con il dato "
+"[code]index[/code]."
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
@@ -13377,13 +13505,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -13409,8 +13538,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13723,12 +13854,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13773,8 +13904,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13822,8 +13955,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13885,7 +14021,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14010,7 +14146,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -14629,9 +14768,8 @@ msgid ""
msgstr ""
#: doc/classes/ClippedCamera.xml
-#, fuzzy
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr "Se [code]true[/code], la telecamera si ferma al contatto con [Area]s."
#: doc/classes/ClippedCamera.xml
msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
@@ -14717,17 +14855,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -15035,12 +15173,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -15048,9 +15187,8 @@ msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#, fuzzy
msgid "Physics introduction"
-msgstr "Interpolazione cubica."
+msgstr "Introduzione fisica"
#: doc/classes/CollisionShape.xml
msgid ""
@@ -15078,12 +15216,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -16300,7 +16439,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -16326,7 +16473,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16667,7 +16818,7 @@ msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid "Control node gallery"
-msgstr "Tasto Control/CTRL."
+msgstr "Galleria controllo nodo"
#: doc/classes/Control.xml
msgid "All GUI Demos"
@@ -16777,15 +16928,16 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Creates a local override for a theme constant with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"See also [method get_constant], [method remove_constant_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Crea un override locale per un tema costante con lo specifico [code]name[/"
+"code]. I local overrides hanno sempre la precedenza quando si recuperano "
+"elementi del tema per il controllo.\n"
+"Vedi anche [method get_constant], [method remove_constant_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17071,7 +17223,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -17083,14 +17237,14 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_color_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un locale override per un tema "
+"[Color] con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_color_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17101,14 +17255,14 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_constant_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se c'è un override locale per un tema costante "
+"nello specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_constant_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17128,14 +17282,14 @@ msgstr ""
"esiste, [code]false[/code] altrimenti."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_font_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un override locale per un tema "
+"[Font] con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_font_override]."
#: doc/classes/Control.xml
#, fuzzy
@@ -17149,14 +17303,14 @@ msgstr ""
"esiste, [code]false[/code] altrimenti."
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [code]name[/code] in this [Control] node.\n"
"See [method add_icon_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un override locale per un'icona "
+"a tema con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_icon_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17169,14 +17323,15 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme shader "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_shader_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è un presente un override locale per un "
+"ombreggiatore di tema con lo specifico [code]name[/code] in questo [Control] "
+"nodo.\n"
+"Vedi [method add_shader_override]."
#: doc/classes/Control.xml
msgid ""
@@ -17187,14 +17342,14 @@ msgid ""
msgstr ""
#: doc/classes/Control.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme "
"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_stylebox_override]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se è presente un override locale per un tema "
+"[StyleBox] con lo specifico [code]name[/code] in questo [Control] nodo.\n"
+"Vedi [method add_stylebox_override]."
#: doc/classes/Control.xml
msgid ""
@@ -19826,7 +19981,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19975,16 +20132,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -20130,18 +20288,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Restituisce l'arco-seno del parametro."
@@ -20327,6 +20473,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -23167,7 +23321,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -25065,8 +25222,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -25690,7 +25851,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -27285,10 +27448,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28163,11 +28329,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
msgid ""
"Returns an array of all cells with the given item index specified in "
"[code]item[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce un vettore di tutte le celle con il dato elemento indice "
+"specificato in [code]item[/code]."
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
@@ -28199,11 +28366,12 @@ msgid ""
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
-#, fuzzy
msgid ""
"If [code]true[/code], this GridMap uses cell navmesh resources to create "
"navigation regions."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Se [code]true[/code], questa GridMap utilizza celle navmesh come fonti per "
+"creare regioni di navigazione."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
@@ -28711,8 +28879,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30859,11 +31027,12 @@ msgid ""
msgstr ""
#: doc/classes/Input.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se premi un tasto del joypad (vedi [enum "
+"JoystickList])."
#: doc/classes/Input.xml
msgid ""
@@ -31017,11 +31186,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31644,11 +31816,13 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] quando è in utilizzo la gomma di una penna "
+"stilo.\n"
+"[b]Nota:[/b] Questa proprietà è implementata su Linux, macOS e Windows."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
@@ -31869,7 +32043,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31881,6 +32059,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33830,9 +34018,8 @@ msgid "Returns the offset of the piece with the index [code]idx[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
-#, fuzzy
msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr "Restituisce la [Texture] del pezzo con l'indice [code]idx[/code]."
#: doc/classes/LargeTexture.xml
msgid ""
@@ -33919,7 +34106,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -34256,14 +34445,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34271,22 +34460,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Restituisce il resto dei due vettori."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]with[/code]."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Line2D.xml
msgid ""
@@ -35566,8 +35759,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -35612,7 +35809,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35867,9 +36067,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -36330,7 +36530,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -37066,9 +37268,10 @@ msgid ""
msgstr ""
#: doc/classes/Navigation2DServer.xml
-#, fuzzy
msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
-msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
+msgstr ""
+"Prende la linea corrente nel file analizzato. [b]Note:[/b] Attualmente non "
+"implementato."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
@@ -37242,7 +37445,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37474,7 +37680,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37495,7 +37701,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37576,13 +37785,12 @@ msgid ""
msgstr ""
#: doc/classes/NavigationMesh.xml
-#, fuzzy
msgid ""
"Returns whether the specified [code]bit[/code] of the [member "
"geometry_collision_mask] is set."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce se lo specifico [code]bit[/code] del [member "
+"geometry_collision_mask] è impostato."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
@@ -38220,6 +38428,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -38308,13 +38519,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -40697,13 +40920,12 @@ msgid ""
msgstr ""
#: doc/classes/Object.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
"code], [code]target[/code], and [code]method[/code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se la connessione esiste per un dato "
+"[code]signal[/code], [code]target[/code], e [code]method[/code]."
#: doc/classes/Object.xml
msgid ""
@@ -41026,7 +41248,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41543,11 +41767,11 @@ msgstr "Restituisce l'angolo al vettore dato, in radianti."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41581,11 +41805,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41607,11 +41831,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41993,7 +42217,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42133,11 +42359,12 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
"and [b]Cancel[/b] on the right."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se il tasto [b]OK[/b] debba apparire a "
+"sinistra e [b]Cancel[/b] a destra."
#: doc/classes/OS.xml
msgid ""
@@ -42149,11 +42376,12 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se l'input scancode corrisponde a un carattere "
+"Unicode."
#: doc/classes/OS.xml
msgid ""
@@ -42969,7 +43197,6 @@ msgid ""
msgstr ""
#: doc/classes/PacketPeer.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
"parameters instead.\n"
@@ -42979,12 +43206,14 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"Decodifica un byte array in un valore. Quando [code]allow_objects[/code] è "
-"[code]true[/code], decodificare gli oggetti è permesso.\n"
-"[b]ATTENZIONE:[/b] Deserializzare un oggetto può contenere codice che verrà "
+"[i]Deprecated.[/i] Usa i parametri [code]get_var[/code] e [code]put_var[/"
+"code] piuttosto.\n"
+"Se [code]true[/code], il PacketPeer consentirà la codifica e decodifica di "
+"oggetti tramite [method get_var] and [method put_var].\n"
+"[b]Attenzione:[/b] Oggetti deserializzati possono contenere codice che verrà "
"eseguito. Non usare questa opzione se l'oggetto serializzato arriva da fonti "
-"sconosciute per evitare potenziali pericoli di sicurezza (remote code "
-"execution, esecuzione di codice remoto)."
+"inaffidabili per evitare potenziali minacce di sicurezza come esecuzione di "
+"codice remoto."
#: doc/classes/PacketPeer.xml
msgid ""
@@ -43488,6 +43717,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46655,11 +46894,12 @@ msgstr ""
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Ritorna [code]true[/code] se il vettore contiene il dato valore.\n"
+"[b]Nota:[/b] Ciò equivale ad utilizzare il [code]in[/code] operatore."
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -46913,11 +47153,12 @@ msgid "Appends a [PoolStringArray] at the end of this array."
msgstr ""
#: doc/classes/PoolStringArray.xml
-#, fuzzy
msgid ""
"Returns a [String] with each element of the array joined with the given "
"[code]delimiter[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce una [String] con cui ogni elemento del vettore aderì con il dato "
+"[code]delimiter[/code]."
#: doc/classes/PoolStringArray.xml
msgid "Appends a string element at end of the array."
@@ -47399,9 +47640,13 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
-msgstr "Calcola il prodotto vettoriale di questo vettore e [code]with[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
+msgstr ""
+"Imposta l'attuale elemento focalizzato come il dato [code]index[/code].\n"
+"Passando [code]-1[/code] come indice fa in modo che nessun elemento venga "
+"focalizzato."
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
@@ -47639,7 +47884,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -48369,7 +48616,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51050,8 +51301,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51074,15 +51336,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51721,14 +51990,14 @@ msgid "Returns the inverse of the quaternion."
msgstr ""
#: doc/classes/Quat.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce [code]true[/code] se questo quaternione e [code]quat[/code] "
+"sono approssimativament eguali, avviando [method @GDScript.is_equal_approx] "
+"su ogni componente."
#: doc/classes/Quat.xml
msgid "Returns whether the quaternion is normalized or not."
@@ -52685,17 +52954,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52704,8 +52984,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53109,11 +53395,12 @@ msgid ""
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
-#, fuzzy
msgid ""
"Returns the loaded resource if the load operation completed successfully, "
"[code]null[/code] otherwise."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce la fonte caricata se l'operazione caricata è stata completata "
+"con successo, [code]null[/code] altrimenti."
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
@@ -54636,11 +54923,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -55077,7 +55368,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55223,13 +55516,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55412,7 +55711,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55552,6 +55855,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -55564,7 +55879,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56419,7 +56737,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -57040,6 +57361,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -57225,7 +57554,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57374,7 +57705,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -58605,7 +58938,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58621,7 +58957,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -58812,7 +59150,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -60082,6 +60420,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -60143,6 +60484,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -60165,7 +60509,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -61304,6 +61651,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -61334,6 +61686,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -61375,7 +61732,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61705,20 +62064,20 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] has a "
"breakpoint."
-msgstr "Ritorna [code]true[/code] se [Rect2i] contiene un punto."
+msgstr ""
+"Restituisce [code]true[/code] quando lo specificato [code]line[/code] ha un "
+"breakpoint."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
"safe."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] quando lo specifico [code]line[/code] è "
+"marcato come sicuro."
#: doc/classes/TextEdit.xml
#, fuzzy
@@ -61726,13 +62085,12 @@ msgid "Returns if the given line is wrapped."
msgstr "Restituisce la tangente del parametro."
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid ""
"Returns whether the mouse is over selection. If [code]edges[/code] is "
"[code]true[/code], the edges are considered part of the selection."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce se il mouse è sotto selezione. Se [code]edges[/code] è "
+"[code]true[/code], gli angoli sono considerati parte della selezione"
#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
@@ -62750,42 +63108,45 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
+"Pulisce l'elemento del tema di [code]data_type[/code] a [code]name[/code] se "
+"il tema contiene [code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62804,15 +63165,19 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
+"Restituisce tutto il [Color]s come un [PoolStringArray] riempito di "
+"[Color]'s nomi, per utilizzo in [method get_color], se il tema ha "
+"[code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62823,16 +63188,19 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Restituisce tutte le costanti come [PoolStringArray] carico dei nomi di ogni "
+"costante, per utilizzo in [method get_constant], se il tema contiene "
+"[code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62843,7 +63211,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -62851,8 +63219,10 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
+"Restituisce i [Font]s come [PoolStringArray] carico con ogni [Font]'s nomi, "
+"per utilizzo in [method get_font], se il tema ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62864,14 +63234,17 @@ msgstr ""
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
+"Restituisce tutte le icona come [PoolStringArray] cariche di ogni "
+"[Texture]'s nomi, per utilizzo in [method get_icon], se il tema contiene "
+"[code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62882,17 +63255,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62905,9 +63280,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62915,8 +63290,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62931,7 +63306,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62942,65 +63317,87 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce una lista di tutti i tipi di variazioni per il dato "
+"[code]base_type[/code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se [Color] con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Restituisce [code]true[/code] se costante con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non contiene [code]theme_type[/"
+"code]."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this theme has a valid [member default_font] "
"value."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce [code]true[/code] se questo tema ha un valido [member "
+"default_font] valore."
#: doc/classes/Theme.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [code]name[/code] "
-"esiste, [code]false[/code] altrimenti."
+"Restituisce [code]true[/code] se [Font] con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non contiene [code]theme_type[/"
+"code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Restituisce [code]true[/code] se l'icona [Texture] con [code]name[/code] è "
+"in [code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Restituisce [code]true[/code] se [StyleBox] con [code]name[/code] è in "
+"[code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Restituisce [code]true[/code] se un elemento del tema di [code]data_type[/"
+"code] con [code]name[/code] è in [code]theme_type[/code].\n"
+"Restituisce [code]false[/code] se il tema non ha [code]theme_type[/code]."
#: doc/classes/Theme.xml
#, fuzzy
@@ -63030,88 +63427,123 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Rinomina il [Color] da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Rinomina la costante da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Rinomina il [Font] da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
+"Rinomina l'icona da [code]old_name[/code] a [code]name[/code] se il tema ha "
+"[code]theme_type[/code]. Se [code]name[/code] è già occupato, questo metodo "
+"non può funzionare."
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Rinomina [StyleBox] da [code]old_name[/code] a [code]name[/code] se il tema "
+"ha [code]theme_type[/code]. Se [code]name[/code] è già occupato, questo "
+"metodo non può funzionare."
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Imposta il [Color] del tema da [code]color[/code] a [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Imposta la costante del tema da [code]constant[/code] a [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Crea [code]theme_type[/code]se il tema non ce l'ha."
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Imposta il [Font] del tema da [code]font[/code] a [code]name[/code] in "
+"[code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Imposta l'icona del tema [Texture] da [code]texture[/code] a [code]name[/"
+"code] in [code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Imposta lo [StyleBox] del tema da [code]stylebox[/code] a [code]name[/code] "
+"in [code]theme_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Imposta l'elemento del tema di [code]data_type[/code] da [code]value[/code] "
+"a [code]name[/code] in [code]theme_type[/code].\n"
+"Non funziona se il modello [code]value[/code] non combacia con "
+"[code]data_type[/code].\n"
+"Crea [code]theme_type[/code] se il tema non ce l'ha."
#: doc/classes/Theme.xml
msgid ""
@@ -65394,9 +65826,8 @@ msgid ""
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/TreeItem.xml
-#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr "Restituisce il numero dei tasti in colonna [code]column[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy
@@ -66299,21 +66730,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -66326,7 +66761,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -66355,7 +66790,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -66365,22 +66832,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -66393,8 +66873,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -66601,17 +67083,16 @@ msgid "Unknown error."
msgstr "Errore sconosciuto."
#: modules/upnp/doc_classes/UPNPDevice.xml
-#, fuzzy
-msgid "UPNP device."
-msgstr "Dispositivo UPNP."
+msgid "Universal Plug and Play (UPnP) device."
+msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66949,12 +67430,12 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
msgstr ""
-"Ritorna [code]true[/code] se il vettore è normalizzato, o falso altrimenti."
+"Restituisce [code]true[/code] se il vettore è normalizzato, [code]false[/"
+"code] altrimenti."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns the length (magnitude) of this vector."
@@ -66981,13 +67462,12 @@ msgid ""
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
-#, fuzzy
msgid ""
"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
"code] amount. Will not go past the final value."
msgstr ""
-"Restituisce [code]true[/code] se [code]a[/code] e [code]b[/code] sono "
-"approssimativamente uguali tra di loro."
+"Restituisce un nuovo vettore mosso verso [code]to[/code] da una quantità "
+"fissa [code]delta[/code]. Non va oltre il valore finale."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -67875,10 +68355,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67889,8 +68374,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67954,11 +68439,12 @@ msgid ""
msgstr ""
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Se [code]true[/code], il viewport utilizzerà una copia unica del [World] "
+"definito in [member world]."
#: doc/classes/Viewport.xml
msgid ""
@@ -68048,7 +68534,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68580,6 +69068,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -69774,7 +70278,6 @@ msgid "Pi divided by two: [code]1.570796[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
-#, fuzzy
msgid "Tau: [code]6.283185[/code]."
msgstr "Tau: [code]6.283185[/code]."
@@ -69789,9 +70292,8 @@ msgid "Square root of two: [code]1.414214[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
-#, fuzzy
msgid "Infinity: [code]inf[/code]."
-msgstr "Infinito: [code]inf[/code]."
+msgstr "Infinità: [code]inf[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Not a number: [code]nan[/code]."
@@ -71536,11 +72038,12 @@ msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
-#, fuzzy
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
-msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+msgstr ""
+"Restituisce il valore predefinito per il parametro, se disponibile. "
+"Altrimenti restituisce [code]null[/code]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -72766,6 +73269,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -75309,7 +75816,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -76617,19 +77126,21 @@ msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
-"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"Prende il valore dell'attributo specificato dall'indice nell'argomento "
"[code]idx[/code]."
#: doc/classes/XMLParser.xml
-#, fuzzy
msgid "Gets the current line in the parsed file (currently not implemented)."
-msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
+msgstr ""
+"Prende la linea corrente nel file analizzato (non ancora implementato)."
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
+"Prende il valore di un certo attributo dell'elemento corrente usando il "
+"nome. Questo darà errore se l'elemento non ha tale attributo."
#: doc/classes/XMLParser.xml
msgid ""
@@ -76704,13 +77215,12 @@ msgstr ""
"legge il nodo seguente. Questo ritorna un codice errore."
#: doc/classes/XMLParser.xml
-#, fuzzy
msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
"Salta la sezione corrente. Se il nodo contiene altri elementi, questi "
-"saranno ignorati e il cursore andrà alla chiusura dell'elemento corrente"
+"saranno ignorati e il cursore andrà alla chiusura dell'elemento corrente."
#: doc/classes/XMLParser.xml
#, fuzzy
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index fe76c741d0..cabf1da54a 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -12,12 +12,13 @@
# Tarou Yamada <mizuningyou@yahoo.co.jp>, 2021.
# sugusan <sugusan.development@gmail.com>, 2022.
# Juto <mvobujd237@gmail.com>, 2022.
+# ta ko <neji.cion@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-14 22:08+0000\n"
-"Last-Translator: Wataru Onuki <bettawat@yahoo.co.jp>\n"
+"PO-Revision-Date: 2022-11-21 00:47+0000\n"
+"Last-Translator: ta ko <neji.cion@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ja/>\n"
"Language: ja\n"
@@ -25,7 +26,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.11-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -713,8 +714,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -729,7 +732,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"現在のコールスタックを辞書の配列として返します。\n"
"[codeblock]\n"
@@ -814,6 +821,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -821,8 +829,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -832,7 +841,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"[code]from[/code] と [code]to[/code] で指定された範囲と、[code]weight[/code] "
"で指定された補間値を考慮した、補間または外挿の係数を返します。[code]weight[/"
@@ -918,12 +928,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -935,7 +947,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"2つの値および正規化された値から線形補間します。これは [method inverse_lerp] "
"の逆です。\n"
@@ -1352,19 +1365,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"コード位置のスタックトラックを表示します。デバッガを有効にして実行した時にの"
-"み動作します。\n"
-"コンソール内での出力はこのようになります:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1594,20 +1605,55 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+":指定された範囲の配列を返します。[method range] は3つの方法で呼び出すことがで"
+"きます。\n"
+"[code]range(n: int)[/code]:0から始まり、1ずつ増加し、[code]n[/code]の[i]前 [/"
+"i] で停止し、引数[code]n[/code]は[b]含まれません[/b]。[i]\n"
+"[code]range(b: int, n: int)[/code]:[code]b[/code]から始まり、1ずつ増加し、"
+"[code]n[/code]の [i] 前 [/i] で停止します。引数 [code]b[/code] は [b] 含まれ"
+"ます[/b] が、 [code]n[/code] は [b]含まれません[/b] 。\n"
+"[code]range(b: int, n: int, s: int)[/code]:[code]b[/code]から始まり、"
+"[code]s[/code]のステップで増加/減少し、[code]n[/code]の[i]前 [/i] で停止しま"
+"す。引数 [code]b[/code] は [b] 含まれます[/b] が、 [code]n[/code] は [b]含ま"
+"れません[/b] 。。引数 [code]s[/code] [b]can[/b] は負の値を指定できますが、"
+"[code]0[/code] は指定できません。[code]s[/code] が [code]0[/code] の場合、エ"
+"ラーメッセージが出力されます。\n"
+"[method range]は、処理前にすべての引数を[int]に変換します\n"
+"[b]注:[/b] 値の制約を満たす値がない場合、空の配列を返します。(例:"
+"[code]range(2, 5, -1)[/code] または [code]range(5, 5, 1)[/code])\n"
+"Examples:\n"
+"[codeblock]\n"
+"print(range(4)) # [0, 1, 2, 3]と出力する\n"
+"print(range(2, 5)) # [2, 3, 4]と出力する\n"
+"print(range(0, 6, 2)) # [0, 2, 4]と出力する\n"
+"print(range(4, 1, -1)) # [4, 3, 2]と出力する\n"
+"[/codeblock]\n"
+"[Array]を後方から参照するには\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"範囲 [code][istart, istop][/code] の値 [code]value[/code] を、範囲 [code]"
-"[ostart, ostop][/code] へとマップします。\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # 0.5 と返す\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -4459,6 +4505,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "画像はロスレス圧縮により圧縮されているというヒント。"
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
"プロパティはシリアライズされ、シーンファイルに保存されます (デフォルト) 。"
@@ -5292,8 +5358,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -6218,24 +6283,22 @@ msgstr ""
"合にのみ有用で、そうでなければエディタは追加用ノードを表示しません。"
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
-msgstr "このノードのテキストキャプションを取得します (特定のエディタで使用)。"
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
+msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
-"子ノードをインデックスで取得します ([AnimationRootNode] を継承したエディタで"
-"使用)。"
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
-"すべての子ノードを順番通りに [code]name: node[/code] の辞書として取得します。"
-"[AnimationRootNode] を継承する場合にのみ有用です。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6256,16 +6319,21 @@ msgstr ""
"ローカルメモリで、与えられたリソースは複数のツリーで再利用できます。"
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
"特定のパラメータのデフォルト値を取得します。パラメータはノードに使用されるカ"
"スタムのローカルメモリで、与えられたリソースは複数のツリーで再利用できます。"
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
@@ -6274,9 +6342,11 @@ msgstr ""
"す。フォーマットは [method Object.get_property_list] に似ています。"
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
"このノードで編集するフィルターを、ブレンドツリーエディタにて表示させたい場合"
"は [code]true[/code] を返すようにします。"
@@ -6288,10 +6358,12 @@ msgstr ""
"指定したパスがフィルタリングされていれば [code]true[/code] を返します。"
#: doc/classes/AnimationNode.xml
+#, fuzzy
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -7089,9 +7161,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -7314,9 +7386,10 @@ msgstr ""
"[code]animation[/code] の名前を返します。もし無ければ、空の文字列を返します。"
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
"キー [code]name[/code] を持つ [Animation] を返すか、見つからない場合は "
"[code]null[/code] を返します。"
@@ -8230,15 +8303,16 @@ msgid "3D area for detection and physics and audio influence."
msgstr "検出および2D物理作用のための2Dエリアです。"
#: doc/classes/Area.xml
-#, fuzzy
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
-"[CollisionObject3D] ノードの重なり合い、進入、退出を検出するための3Dエリアで"
-"す。ローカル物理パラメータ (gravity 重力、damping 減衰) を変更したり上書きで"
-"きます。"
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -8574,15 +8648,16 @@ msgid "2D area for detection and physics and audio influence."
msgstr "検出および2D物理作用のための2Dエリアです。"
#: doc/classes/Area2D.xml
-#, fuzzy
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
-"[CollisionObject2D] ノードの重なり、進入、退出を検出するための2Dエリア。ま"
-"た、ローカルの物理パラメータ (重力、減衰) を、変更したりオーバーライドしたり"
-"することもできます。"
#: doc/classes/Area2D.xml
msgid "Using Area2D"
@@ -9129,7 +9204,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -9354,8 +9432,12 @@ msgstr ""
"[code]step[/code]はスライス中のインデックス間の変化を表します。"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9385,9 +9467,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9501,7 +9587,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
"新しいサーフェスを作成します。\n"
"サーフェスは[code]primitive[/code]を使用してレンダリングされるように作成さ"
@@ -11197,8 +11291,9 @@ msgstr ""
"オーディオバスの基底リソース。リソースが適用されているバスに対し、オーディオ"
"エフェクトを適用します。"
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -11258,10 +11353,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -11560,12 +11665,6 @@ msgstr ""
"「耳ざわり」になります。ゲームにおいては、水没した機器やスピーカーが出すよう"
"な音を非常に効率的にシミュレートすることができます。"
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr "歪みの強さ。値の範囲は0~1です。"
@@ -12252,8 +12351,13 @@ msgstr ""
"フェクトを追加します。"
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
-msgstr "システム上で検出されたすべてのオーディオ入力デバイスの名前を返します。"
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
@@ -12444,12 +12548,16 @@ msgstr "利用可能なオーディオバスの数。"
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -12586,12 +12694,14 @@ msgid "Clears the audio sample data buffer."
msgstr "byteで格納されたオーディオデータです。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -12607,6 +12717,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#, fuzzy
msgid "MP3 audio stream driver."
@@ -12762,7 +12887,10 @@ msgstr "3D空間で3Dサウンドを再生します。"
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -13178,14 +13306,14 @@ msgstr ""
#, fuzzy
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
"現在表示されている画面をバックバッファリングするためのノード。BackBufferCopy "
@@ -13204,27 +13332,31 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "バッファモード。 [enum CopyMode]定数を参照してください。"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"BackBufferCopyでカバーされる領域。 [member copy_mode]が[constant "
"COPY_MODE_RECT]の場合にのみ使用されます。"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"バッファリング モードを無効にします。つまり、BackBufferCopy ノードは、カバー"
"する画面の部分を直接使用します。"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopyは矩形領域をバッファリングします。"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy は画面全体をバッファリングします。"
#: doc/classes/BakedLightmap.xml
@@ -14686,7 +14818,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -14779,7 +14911,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -14807,9 +14941,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -15319,13 +15453,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -15351,8 +15486,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15668,12 +15805,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15718,8 +15855,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15767,8 +15906,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15830,7 +15972,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -15967,7 +16109,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -16693,17 +16838,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -17040,12 +17185,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -17083,12 +17229,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -18249,7 +18396,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -18275,7 +18430,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -19020,7 +19179,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -21826,7 +21987,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -21975,16 +22138,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -22130,18 +22294,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "ブレンド軸上のポイントの数を返します。"
@@ -22327,6 +22479,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -25175,7 +25335,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -27092,8 +27255,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -27716,7 +27883,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -29324,10 +29493,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -30766,8 +30938,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -33078,11 +33250,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -33934,7 +34109,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -33946,6 +34125,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -36030,7 +36219,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -36376,14 +36567,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -36391,22 +36582,29 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "アニメーションのトラック数を返します。"
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "インデックス [code]point[/code] のポイントの位置を返します。"
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
+"ブレンド空間からインデックス [code]point[/code] のポイントを削除します。"
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
+"インデックス [code]triangle[/code] の三角形内にある、インデックス "
+"[code]point[/code] のポイントの位置を返します。"
#: doc/classes/Line2D.xml
msgid ""
@@ -37685,8 +37883,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -37731,7 +37933,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -37986,9 +38191,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -38456,7 +38661,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -39382,7 +39589,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -39618,7 +39828,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -39639,7 +39849,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -40371,6 +40584,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -40460,13 +40676,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -43182,7 +43410,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -43702,11 +43932,11 @@ msgstr "指定された名前のアニメーションノードを返します。
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43740,11 +43970,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -43766,11 +43996,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -44155,7 +44385,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -45660,6 +45892,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -49593,7 +49835,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
"与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。"
@@ -49836,7 +50080,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -50572,7 +50818,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -53264,8 +53514,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -53288,15 +53549,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -54914,17 +55182,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -54933,8 +55212,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -56887,11 +57172,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -57329,7 +57618,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57476,13 +57767,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57666,7 +57963,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -57806,6 +58107,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -57818,7 +58131,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -58673,7 +58989,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -59302,6 +59621,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -59487,7 +59814,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -59656,7 +59985,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -61131,7 +61462,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -61147,7 +61481,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -61345,7 +61681,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -62635,6 +62971,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -62696,6 +63035,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -62718,7 +63060,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -63868,6 +64213,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。"
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -63898,6 +64248,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。"
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -63940,8 +64295,13 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+#, fuzzy
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
+"カスタムボタンが押されたときに表示されます。[method add_button] を参照してく"
+"ださい。"
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -65321,7 +65681,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。"
@@ -65329,7 +65689,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
@@ -65337,7 +65697,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"[code]path[/code]にある[code]*.fnt[/code]ファイルから、BitmapFontを作成しま"
@@ -65346,23 +65706,26 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
"与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。"
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
@@ -65381,16 +65744,19 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
@@ -65401,17 +65767,19 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
@@ -65422,16 +65790,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
@@ -65443,16 +65813,19 @@ msgstr ""
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
"インデックス [code]triangle[/code] の三角形内にある、インデックス "
"[code]point[/code] のポイントの位置を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
+"インデックス [code]triangle[/code] の三角形内にある、インデックス "
+"[code]point[/code] のポイントの位置を返します。"
#: doc/classes/Theme.xml
msgid ""
@@ -65463,17 +65836,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -65486,9 +65861,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -65496,8 +65871,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -65512,7 +65887,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -65532,18 +65907,23 @@ msgstr "与えられた [code]id[/code] に紐づけられた点の位置を返
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
#, fuzzy
@@ -65557,32 +65937,45 @@ msgstr ""
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
#, fuzzy
@@ -65610,90 +66003,120 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"[code]path[/code]にある[code]*.fnt[/code]ファイルから、BitmapFontを作成しま"
+"す。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
+"インデックス [code]triangle[/code] の三角形内にある、インデックス "
+"[code]point[/code] のポイントの位置を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/"
+"code]、そうでない場合は [code]false[/code] を返します。"
#: doc/classes/Theme.xml
msgid ""
@@ -68905,21 +69328,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -68932,7 +69359,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -68961,7 +69388,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -68971,22 +69430,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -68999,8 +69471,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -69198,16 +69672,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -70479,10 +70953,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -70493,8 +70972,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -70651,7 +71130,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -71192,6 +71673,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -75437,6 +75934,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -77981,7 +78482,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index ac9274cee6..72a7780a4c 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -16,12 +16,15 @@
# 한수현 <shh1473@ajou.ac.kr>, 2022.
# vrSono <global.sonogong@gmail.com>, 2022.
# 김태우 <ogosengi3@gmail.com>, 2022.
+# 이지민 <jiminaleejung@gmail.com>, 2022.
+# nulltable <un5450@naver.com>, 2022.
+# Godoto <aicompose@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-29 10:30+0000\n"
-"Last-Translator: 김태우 <ogosengi3@gmail.com>\n"
+"PO-Revision-Date: 2022-10-18 18:00+0000\n"
+"Last-Translator: Godoto <aicompose@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ko/>\n"
"Language: ko\n"
@@ -29,7 +32,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -45,7 +48,7 @@ msgstr "속성"
#: doc/tools/make_rst.py
msgid "Methods"
-msgstr "메서드"
+msgstr "방법"
#: doc/tools/make_rst.py
msgid "Theme Properties"
@@ -53,11 +56,11 @@ msgstr "테마 속성들"
#: doc/tools/make_rst.py
msgid "Signals"
-msgstr "시그널"
+msgstr "신호"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "열거형"
+msgstr "목록"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -479,11 +482,10 @@ msgid ""
msgstr ""
"[b]주의:[/b] [code]dectime[/code] 는 더 이상 사용되지 않으며 Godot 4.0에서 삭"
"제될 것 입니다. 대신, [method move_toward]를 사용하세요.\n"
-"\n"
"[code]value[/code]에서 [code]step[/code] * [code]amount[/code]를 뺀 값을 반"
"환.\n"
"[codeblock]\n"
-"a = dectime(60, 10, 0.1)) # a 는 59.0\n"
+"a = dectime(60, 10, 0.1)) # a는 59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -520,6 +522,8 @@ msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
+"([메서드 inst2dict]으로 생성된) 딕셔너리를 인스턴스로 변경합니다. 역직렬화에 "
+"유용하게 사용됩니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -570,7 +574,6 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
"of [code]a[/code].\n"
@@ -582,8 +585,7 @@ msgstr ""
"[code]a[/code] 의 부호를 유지한 채로 [code]a/b[/code] 의 부동 소수점 나머지"
"를 반환한다.\n"
"[codeblock]\n"
-"# 나머지는 1.5\n"
-"var remainder = fmod(7, 5.5)\n"
+"r = fmod(7, 5.5) # r은 1.5\n"
"[/codeblock]\n"
"정수 나머지 연산은, % 연산자를 사용한다."
@@ -625,7 +627,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -640,7 +643,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -690,8 +697,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -701,7 +709,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -725,11 +734,15 @@ msgid ""
"Returns whether [code]instance[/code] is a valid object (e.g. has not been "
"deleted from memory)."
msgstr ""
+"[code]인스턴스[/code]가 유효한 객체인지 여부를 반환합니다 (예시. 메모리에서 "
+"삭제되지 않았는지)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
msgstr ""
+"[code]s[/code]가 NaN (\"Not a Number\" 혹은 유효하지 않은) 값인지 여부를 반환"
+"합니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -737,6 +750,9 @@ msgid ""
"This method is faster than using [method is_equal_approx] with one value as "
"zero."
msgstr ""
+"[code]s[/code]가 0이거나 0에 인접한 값이면 [code]true[/code]를 반환합니다. \n"
+"이 메서드는 [메서드 is_equal_approx]에 0을 인자값으로 사용하는 경우보다 빠릅"
+"니다."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -755,7 +771,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -767,7 +784,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1016,12 +1034,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1198,10 +1220,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3642,6 +3669,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4326,8 +4373,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5019,19 +5065,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5052,21 +5100,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5076,9 +5128,10 @@ msgstr "매개변수의 탄젠트 값을 반환합니다."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5730,9 +5783,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5906,8 +5959,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6618,7 +6671,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6855,7 +6913,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7230,7 +7293,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7415,6 +7481,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7434,9 +7503,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7504,7 +7577,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8910,8 +8991,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8962,10 +9044,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9208,12 +9300,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9759,7 +9845,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9920,12 +10011,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10053,10 +10148,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10073,6 +10167,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10213,7 +10322,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10570,14 +10682,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10587,22 +10699,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11893,7 +12005,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11986,7 +12098,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12014,9 +12128,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12517,13 +12631,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12548,10 +12663,19 @@ msgid "Custom drawing in 2D"
msgstr ""
#: doc/classes/CanvasItem.xml
+#, fuzzy
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
+"노드가 [SceneTree]에 들어갈 때 호출됩니다 (예를 들어 인스턴싱되거나, 씬이 바"
+"뀌거나 스크립트에서 [method add_child]를 호출한 경우). 노드가 자손을 가지고 "
+"있다면 자신의 [method _enter_tree]가 먼저 불리고 자손이 그 다음에 불릴 것입니"
+"다.\n"
+"[method Object._notification]의 [constant NOTIFICATION_ENTER_TREE] 노티에 대"
+"응합니다."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -12863,12 +12987,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12913,8 +13037,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12962,8 +13088,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13025,7 +13154,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13150,7 +13279,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13855,17 +13987,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14172,12 +14304,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14214,12 +14347,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15413,7 +15547,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15439,7 +15581,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16180,7 +16326,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18911,7 +19059,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19060,16 +19210,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19215,18 +19366,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "매개변수의 아크사인 값을 반환합니다."
@@ -19412,6 +19551,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22307,7 +22454,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24202,8 +24352,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24825,7 +24979,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26413,10 +26569,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27825,8 +27984,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30134,11 +30293,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30984,7 +31146,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30996,6 +31162,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33020,7 +33196,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33357,14 +33535,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33372,22 +33550,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Line2D.xml
msgid ""
@@ -34663,8 +34845,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34709,7 +34895,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34964,9 +35153,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35427,7 +35616,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36335,7 +36526,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36564,7 +36758,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36585,7 +36779,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37302,6 +37499,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37390,13 +37590,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -40226,7 +40438,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40742,11 +40956,11 @@ msgstr "매개변수의 아크사인 값을 반환합니다."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40780,11 +40994,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40806,11 +41020,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41192,7 +41406,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42670,6 +42886,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46578,7 +46804,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/PopupMenu.xml
@@ -46817,7 +47045,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47547,7 +47777,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50228,8 +50462,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50252,15 +50497,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51857,17 +52109,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51876,8 +52139,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53807,11 +54076,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54248,7 +54521,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54392,13 +54667,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54581,7 +54862,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54721,6 +55006,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54733,7 +55030,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55588,7 +55888,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56207,6 +56510,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56392,7 +56703,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56541,7 +56854,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57768,7 +58083,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57784,7 +58102,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57974,7 +58294,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59241,6 +59561,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59302,6 +59625,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59324,7 +59650,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60461,6 +60790,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60491,6 +60825,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60532,7 +60871,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61889,38 +62230,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "매개변수의 사인 값을 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61938,15 +62285,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61956,15 +62305,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61977,7 +62327,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61985,7 +62335,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61995,15 +62345,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62015,17 +62366,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62038,9 +62391,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62048,8 +62401,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62064,7 +62417,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62083,15 +62436,17 @@ msgstr "두 벡터의 나머지를 반환합니다."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62103,29 +62458,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62153,87 +62512,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65413,21 +65772,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65440,7 +65803,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65469,7 +65832,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65479,22 +65874,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65507,8 +65915,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65706,16 +66116,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66978,10 +67388,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66992,8 +67407,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67145,7 +67560,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67677,6 +68094,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71844,6 +72277,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74383,7 +74820,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/lt.po b/doc/translations/lt.po
index 79790f5e70..1cf0ffef48 100644
--- a/doc/translations/lt.po
+++ b/doc/translations/lt.po
@@ -485,7 +485,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -500,7 +501,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -550,8 +555,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -561,7 +567,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -615,7 +622,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -627,7 +635,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -869,12 +878,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1042,10 +1055,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3480,6 +3498,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4164,8 +4202,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4856,19 +4893,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4889,21 +4928,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4912,9 +4955,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5566,9 +5610,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5742,8 +5786,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6454,7 +6498,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6691,7 +6740,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7065,7 +7119,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7250,6 +7307,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7269,9 +7329,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7339,7 +7403,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8745,8 +8817,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8797,10 +8870,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9042,12 +9125,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9593,7 +9670,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9754,12 +9836,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9887,10 +9973,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9907,6 +9992,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10047,7 +10147,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10404,14 +10507,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10421,22 +10524,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11725,7 +11828,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11818,7 +11921,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11846,9 +11951,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12345,13 +12450,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12377,8 +12483,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12691,12 +12799,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12741,8 +12849,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12790,8 +12900,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12853,7 +12966,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12978,7 +13091,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13683,17 +13799,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14000,12 +14116,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14042,12 +14159,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15207,7 +15325,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15233,7 +15359,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15974,7 +16104,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18699,7 +18831,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18848,16 +18982,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19002,18 +19137,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19196,6 +19319,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22028,7 +22159,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23917,8 +24051,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24538,7 +24676,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26122,10 +26262,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27532,8 +27675,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29833,11 +29976,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30682,7 +30828,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30694,6 +30844,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32714,7 +32874,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33051,14 +33213,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33066,21 +33228,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34356,8 +34518,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34402,7 +34568,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34657,9 +34826,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35118,7 +35287,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36003,7 +36174,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36230,7 +36404,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36251,7 +36425,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36961,6 +37138,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37045,13 +37225,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39755,7 +39947,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40266,11 +40460,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40304,11 +40498,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40330,11 +40524,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40715,7 +40909,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42179,6 +42375,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46079,7 +46285,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46318,7 +46526,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47047,7 +47257,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49728,8 +49942,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49752,15 +49977,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51356,17 +51588,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51375,8 +51618,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53305,11 +53554,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53746,7 +53999,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53890,13 +54145,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54079,7 +54340,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54219,6 +54484,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54231,7 +54508,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55086,7 +55366,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55705,6 +55988,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55890,7 +56181,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56039,7 +56332,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57266,7 +57561,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57282,7 +57580,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57472,7 +57772,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58737,6 +59037,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58798,6 +59101,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58820,7 +59126,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59957,6 +60266,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59986,6 +60299,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60027,7 +60344,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61377,37 +61696,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61426,14 +61746,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61444,14 +61765,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61464,7 +61785,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61472,7 +61793,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61484,13 +61805,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61502,17 +61823,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61525,9 +61848,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61535,8 +61858,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61551,7 +61874,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61569,15 +61892,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61589,29 +61914,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61639,87 +61968,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64892,21 +65221,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64919,7 +65252,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64948,7 +65281,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64958,22 +65323,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64986,8 +65364,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65185,16 +65565,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66439,10 +66819,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66453,8 +66838,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66606,7 +66991,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67138,6 +67525,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71288,6 +71691,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73824,7 +74231,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 1f63bf69bb..fd9ddf6f51 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -490,7 +490,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -505,7 +506,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -555,8 +560,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -566,7 +572,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -620,7 +627,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -632,7 +640,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -874,12 +883,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1047,10 +1060,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3485,6 +3503,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4169,8 +4207,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4861,19 +4898,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4894,21 +4933,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4917,9 +4960,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5571,9 +5615,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5747,8 +5791,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6459,7 +6503,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6696,7 +6745,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7070,7 +7124,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7255,6 +7312,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7274,9 +7334,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7344,7 +7408,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8750,8 +8822,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8802,10 +8875,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9047,12 +9130,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9598,7 +9675,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9759,12 +9841,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9892,10 +9978,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9912,6 +9997,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10052,7 +10152,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10409,14 +10512,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10426,22 +10529,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11730,7 +11833,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11823,7 +11926,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11851,9 +11956,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12350,13 +12455,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12382,8 +12488,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12696,12 +12804,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12746,8 +12854,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12795,8 +12905,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12858,7 +12971,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12983,7 +13096,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13688,17 +13804,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14005,12 +14121,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14047,12 +14164,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15212,7 +15330,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15238,7 +15364,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15979,7 +16109,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18704,7 +18836,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18853,16 +18987,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19007,18 +19142,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19201,6 +19324,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22033,7 +22164,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23925,8 +24059,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24546,7 +24684,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26130,10 +26270,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27540,8 +27683,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29841,11 +29984,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30690,7 +30836,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30702,6 +30852,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32722,7 +32882,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33059,14 +33221,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33074,21 +33236,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34364,8 +34526,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34410,7 +34576,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34665,9 +34834,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35126,7 +35295,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36011,7 +36182,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36238,7 +36412,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36259,7 +36433,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36969,6 +37146,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37053,13 +37233,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39763,7 +39955,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40274,11 +40468,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40312,11 +40506,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40338,11 +40532,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40723,7 +40917,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42187,6 +42383,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46087,7 +46293,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46326,7 +46534,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47055,7 +47265,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49736,8 +49950,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49760,15 +49985,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51364,17 +51596,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51383,8 +51626,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53313,11 +53562,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53754,7 +54007,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53898,13 +54153,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54087,7 +54348,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54227,6 +54492,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54239,7 +54516,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55094,7 +55374,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55713,6 +55996,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55898,7 +56189,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56047,7 +56340,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57274,7 +57569,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57290,7 +57588,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57480,7 +57780,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58745,6 +59045,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58806,6 +59109,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58828,7 +59134,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59965,6 +60274,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59994,6 +60307,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60035,7 +60352,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61385,37 +61704,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61434,14 +61754,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61452,14 +61773,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61472,7 +61793,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61480,7 +61801,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61492,13 +61813,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61510,17 +61831,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61533,9 +61856,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61543,8 +61866,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61559,7 +61882,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61577,15 +61900,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61597,29 +61922,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61647,87 +61976,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64900,21 +65229,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64927,7 +65260,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64956,7 +65289,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64966,22 +65331,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64994,8 +65372,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65193,16 +65573,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66447,10 +66827,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66461,8 +66846,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66614,7 +66999,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67146,6 +67533,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71296,6 +71699,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73832,7 +74239,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index 32832a4d8f..19db2e5f94 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -473,7 +473,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -488,7 +489,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -538,8 +543,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -549,7 +555,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -603,7 +610,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -615,7 +623,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -857,12 +866,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1030,10 +1043,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3468,6 +3486,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4152,8 +4190,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4844,19 +4881,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4877,21 +4916,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4900,9 +4943,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5554,9 +5598,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5730,8 +5774,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6442,7 +6486,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6679,7 +6728,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7053,7 +7107,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7238,6 +7295,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7257,9 +7317,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7327,7 +7391,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8733,8 +8805,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8785,10 +8858,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9030,12 +9113,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9581,7 +9658,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9742,12 +9824,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9875,10 +9961,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9895,6 +9980,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10035,7 +10135,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10392,14 +10495,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10409,22 +10512,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11713,7 +11816,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11806,7 +11909,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11834,9 +11939,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12333,13 +12438,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12365,8 +12471,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12679,12 +12787,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12729,8 +12837,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12778,8 +12888,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12841,7 +12954,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12966,7 +13079,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13671,17 +13787,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13988,12 +14104,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14030,12 +14147,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15195,7 +15313,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15221,7 +15347,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15962,7 +16092,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18687,7 +18819,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18836,16 +18970,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18990,18 +19125,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19184,6 +19307,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22016,7 +22147,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23905,8 +24039,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24526,7 +24664,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26110,10 +26250,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27520,8 +27663,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29821,11 +29964,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30670,7 +30816,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30682,6 +30832,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32702,7 +32862,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33039,14 +33201,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33054,21 +33216,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34344,8 +34506,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34390,7 +34556,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34645,9 +34814,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35106,7 +35275,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35991,7 +36162,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36218,7 +36392,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36239,7 +36413,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36949,6 +37126,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37033,13 +37213,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39743,7 +39935,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40254,11 +40448,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40292,11 +40486,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40318,11 +40512,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40703,7 +40897,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42167,6 +42363,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46067,7 +46273,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46306,7 +46514,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47035,7 +47245,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49716,8 +49930,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49740,15 +49965,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51344,17 +51576,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51363,8 +51606,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53293,11 +53542,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53734,7 +53987,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53878,13 +54133,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54067,7 +54328,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54207,6 +54472,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54219,7 +54496,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55074,7 +55354,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55693,6 +55976,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55878,7 +56169,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56027,7 +56320,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57254,7 +57549,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57270,7 +57568,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57460,7 +57760,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58725,6 +59025,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58786,6 +59089,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58808,7 +59114,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59945,6 +60254,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59974,6 +60287,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60015,7 +60332,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61365,37 +61684,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61414,14 +61734,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61432,14 +61753,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61452,7 +61773,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61460,7 +61781,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61472,13 +61793,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61490,17 +61811,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61513,9 +61836,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61523,8 +61846,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61539,7 +61862,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61557,15 +61880,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61577,29 +61902,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61627,87 +61956,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64880,21 +65209,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64907,7 +65240,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64936,7 +65269,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64946,22 +65311,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64974,8 +65352,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65173,16 +65553,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66427,10 +66807,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66441,8 +66826,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66594,7 +66979,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67126,6 +67513,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71276,6 +71679,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73812,7 +74219,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 42dca83c45..3b7f482e48 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -485,7 +485,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -500,7 +501,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -550,8 +555,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -561,7 +567,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -615,7 +622,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -627,7 +635,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -869,12 +878,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1042,10 +1055,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3480,6 +3498,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4164,8 +4202,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4856,19 +4893,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4889,21 +4928,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4912,9 +4955,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5566,9 +5610,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5742,8 +5786,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6454,7 +6498,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6691,7 +6740,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7065,7 +7119,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7250,6 +7307,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7269,9 +7329,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7339,7 +7403,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8745,8 +8817,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8797,10 +8870,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9042,12 +9125,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9593,7 +9670,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9754,12 +9836,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9887,10 +9973,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9907,6 +9992,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10047,7 +10147,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10404,14 +10507,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10421,22 +10524,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11725,7 +11828,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11818,7 +11921,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11846,9 +11951,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12345,13 +12450,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12377,8 +12483,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12691,12 +12799,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12741,8 +12849,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12790,8 +12900,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12853,7 +12966,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12978,7 +13091,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13683,17 +13799,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14000,12 +14116,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14042,12 +14159,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15207,7 +15325,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15233,7 +15359,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15974,7 +16104,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18699,7 +18831,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18848,16 +18982,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19002,18 +19137,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19196,6 +19319,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22028,7 +22159,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23917,8 +24051,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24538,7 +24676,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26122,10 +26262,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27532,8 +27675,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29833,11 +29976,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30682,7 +30828,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30694,6 +30844,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32714,7 +32874,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33051,14 +33213,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33066,21 +33228,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34356,8 +34518,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34402,7 +34568,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34657,9 +34826,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35118,7 +35287,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36003,7 +36174,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36230,7 +36404,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36251,7 +36425,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36961,6 +37138,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37045,13 +37225,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39755,7 +39947,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40266,11 +40460,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40304,11 +40498,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40330,11 +40524,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40715,7 +40909,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42179,6 +42375,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46079,7 +46285,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46318,7 +46526,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47047,7 +47257,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49728,8 +49942,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49752,15 +49977,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51356,17 +51588,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51375,8 +51618,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53305,11 +53554,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53746,7 +53999,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53890,13 +54145,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54079,7 +54340,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54219,6 +54484,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54231,7 +54508,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55086,7 +55366,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55705,6 +55988,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55890,7 +56181,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56039,7 +56332,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57266,7 +57561,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57282,7 +57580,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57472,7 +57772,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58737,6 +59037,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58798,6 +59101,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58820,7 +59126,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59957,6 +60266,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59986,6 +60299,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60027,7 +60344,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61377,37 +61696,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61426,14 +61746,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61444,14 +61765,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61464,7 +61785,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61472,7 +61793,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61484,13 +61805,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61502,17 +61823,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61525,9 +61848,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61535,8 +61858,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61551,7 +61874,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61569,15 +61892,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61589,29 +61914,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61639,87 +61968,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64892,21 +65221,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64919,7 +65252,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64948,7 +65281,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64958,22 +65323,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64986,8 +65364,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65185,16 +65565,16 @@ msgid "Unknown error."
msgstr "Ukjent feil."
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66439,10 +66819,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66453,8 +66838,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66606,7 +66991,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67138,6 +67525,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71288,6 +71691,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73824,7 +74231,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index 0ba02ba939..c616f7b4e1 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -473,7 +473,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -488,7 +489,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -538,8 +543,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -549,7 +555,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -603,7 +610,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -615,7 +623,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -857,12 +866,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1030,10 +1043,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3468,6 +3486,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4152,8 +4190,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4844,19 +4881,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4877,21 +4916,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4900,9 +4943,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5554,9 +5598,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5730,8 +5774,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6442,7 +6486,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6679,7 +6728,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7053,7 +7107,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7238,6 +7295,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7257,9 +7317,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7327,7 +7391,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8733,8 +8805,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8785,10 +8858,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9030,12 +9113,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9581,7 +9658,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9742,12 +9824,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9875,10 +9961,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9895,6 +9980,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10035,7 +10135,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10392,14 +10495,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10409,22 +10512,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11713,7 +11816,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11806,7 +11909,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11834,9 +11939,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12333,13 +12438,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12365,8 +12471,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12679,12 +12787,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12729,8 +12837,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12778,8 +12888,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12841,7 +12954,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12966,7 +13079,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13671,17 +13787,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13988,12 +14104,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14030,12 +14147,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15195,7 +15313,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15221,7 +15347,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15962,7 +16092,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18687,7 +18819,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18836,16 +18970,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18990,18 +19125,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19184,6 +19307,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22016,7 +22147,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23905,8 +24039,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24526,7 +24664,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26110,10 +26250,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27520,8 +27663,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29821,11 +29964,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30670,7 +30816,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30682,6 +30832,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32702,7 +32862,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33039,14 +33201,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33054,21 +33216,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34344,8 +34506,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34390,7 +34556,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34645,9 +34814,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35106,7 +35275,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35991,7 +36162,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36218,7 +36392,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36239,7 +36413,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36949,6 +37126,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37033,13 +37213,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39743,7 +39935,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40254,11 +40448,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40292,11 +40486,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40318,11 +40512,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40703,7 +40897,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42167,6 +42363,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46067,7 +46273,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46306,7 +46514,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47035,7 +47245,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49716,8 +49930,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49740,15 +49965,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51344,17 +51576,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51363,8 +51606,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53293,11 +53542,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53734,7 +53987,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53878,13 +54133,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54067,7 +54328,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54207,6 +54472,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54219,7 +54496,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55074,7 +55354,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55693,6 +55976,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55878,7 +56169,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56027,7 +56320,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57254,7 +57549,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57270,7 +57568,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57460,7 +57760,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58725,6 +59025,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58786,6 +59089,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58808,7 +59114,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59945,6 +60254,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59974,6 +60287,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60015,7 +60332,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61365,37 +61684,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61414,14 +61734,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61432,14 +61753,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61452,7 +61773,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61460,7 +61781,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61472,13 +61793,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61490,17 +61811,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61513,9 +61836,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61523,8 +61846,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61539,7 +61862,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61557,15 +61880,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61577,29 +61902,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61627,87 +61956,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64880,21 +65209,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64907,7 +65240,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64936,7 +65269,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64946,22 +65311,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64974,8 +65352,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65173,16 +65553,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66427,10 +66807,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66441,8 +66826,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66594,7 +66979,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67126,6 +67513,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71276,6 +71679,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73812,7 +74219,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 3053cadb2b..cf40d032cf 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -8,12 +8,13 @@
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Daan van Luijk <daanvl@outlook.be>, 2021.
# voylin <0voylin0@gmail.com>, 2022.
+# Gert-dev <qnyasgjhapqyuhoibr@kiabws.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-15 01:57+0000\n"
-"Last-Translator: voylin <0voylin0@gmail.com>\n"
+"PO-Revision-Date: 2022-08-06 05:37+0000\n"
+"Last-Translator: Gert-dev <qnyasgjhapqyuhoibr@kiabws.com>\n"
"Language-Team: Dutch <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/nl/>\n"
"Language: nl\n"
@@ -21,7 +22,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -534,7 +535,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -549,7 +551,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -599,8 +605,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -610,7 +617,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -664,7 +672,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -676,7 +685,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -918,12 +928,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1091,10 +1105,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3537,6 +3556,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4221,8 +4260,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4913,19 +4951,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4946,21 +4986,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4969,9 +5013,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5623,9 +5668,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5799,8 +5844,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6511,7 +6556,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6748,7 +6798,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7122,7 +7177,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7307,6 +7365,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7326,9 +7387,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7396,7 +7461,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8802,8 +8875,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8854,10 +8928,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9099,12 +9183,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9650,7 +9728,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9811,12 +9894,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9944,10 +10031,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9964,6 +10050,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10104,7 +10205,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10461,14 +10565,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10478,22 +10582,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11782,7 +11886,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11875,7 +11979,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11903,9 +12009,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12402,13 +12508,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12434,8 +12541,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12748,12 +12857,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12798,8 +12907,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12847,8 +12958,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12910,7 +13024,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13035,7 +13149,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13740,17 +13857,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14057,12 +14174,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14099,12 +14217,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15264,7 +15383,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15290,7 +15417,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16031,7 +16162,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18756,7 +18889,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18905,16 +19040,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19059,18 +19195,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19253,6 +19377,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22085,7 +22217,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23977,8 +24112,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24598,7 +24737,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26182,10 +26323,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27592,8 +27736,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29893,11 +30037,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30742,7 +30889,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30754,6 +30905,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32774,7 +32935,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33111,14 +33274,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33126,21 +33289,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34416,8 +34579,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34462,7 +34629,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34717,9 +34887,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35178,7 +35348,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36063,7 +36235,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36290,7 +36465,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36311,7 +36486,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37021,6 +37199,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37105,13 +37286,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -37680,7 +37873,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Noden en scènes"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -39815,7 +40008,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40326,11 +40521,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40364,11 +40559,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40390,11 +40585,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40775,7 +40970,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42239,6 +42436,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46139,7 +46346,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46378,7 +46587,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47107,7 +47318,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49788,8 +50003,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49812,15 +50038,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51416,17 +51649,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51435,8 +51679,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53366,11 +53616,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53807,7 +54061,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53951,13 +54207,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54140,7 +54402,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54280,6 +54546,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54292,7 +54570,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55147,7 +55428,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55766,6 +56050,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55951,7 +56243,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56100,7 +56394,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57327,7 +57623,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57343,7 +57642,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57533,7 +57834,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58798,6 +59099,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58859,6 +59163,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58881,7 +59188,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60018,6 +60328,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60047,6 +60361,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60088,7 +60406,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61438,37 +61758,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61487,14 +61808,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61505,14 +61827,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61525,7 +61847,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61533,7 +61855,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61545,13 +61867,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61563,17 +61885,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61586,9 +61910,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61596,8 +61920,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61612,7 +61936,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61630,15 +61954,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61650,29 +61976,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61700,87 +62030,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64953,21 +65283,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64980,7 +65314,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65009,7 +65343,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65019,22 +65385,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65047,8 +65426,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65246,16 +65627,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66500,10 +66881,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66514,8 +66900,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66667,7 +67053,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67199,6 +67587,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71349,6 +71753,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73885,7 +74293,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index 729b6a654c..cd2bedd302 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -23,13 +23,14 @@
# Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022.
# Mateusz Zdrzałek <matjozohd@gmail.com>, 2022.
# Pixel Zone - Godot Engine Tutorials <karoltomaszewskimusic@gmail.com>, 2022.
+# Filip Gliszczyński <filipgliszczynski@gmail.com>, 2022.
+# Piotr Ślusarz <piotrekslusarz@outlook.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-15 20:00+0000\n"
-"Last-Translator: Pixel Zone - Godot Engine Tutorials "
-"<karoltomaszewskimusic@gmail.com>\n"
+"PO-Revision-Date: 2022-10-30 01:15+0000\n"
+"Last-Translator: Piotr Ślusarz <piotrekslusarz@outlook.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pl/>\n"
"Language: pl\n"
@@ -38,7 +39,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.14.2-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -500,7 +501,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@@ -523,17 +523,17 @@ msgstr ""
"Porównuje dwie wartości, sprawdzając ich rzeczywistą zawartość, przechodząc "
"do dowolnej „tablicy” lub „słownika” aż do najgłębszego poziomu.\n"
"Można to porównać do [code]==[/code] na kilka sposobów:\n"
-"— Dla [kod]null[/code], [kod]int[/code], [code]float[/code], [code]String[/"
+"— Dla [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] i [code] RID[/code] zarówno [code]deep_equal[/"
"code], jak i [code]==[/code] działają tak samo.\n"
"— W przypadku [code]Słownik[/code] [code]==[/code] uwzględnia równość wtedy "
"i tylko wtedy, gdy obie zmienne wskazują ten sam [code]Słownik[/code], bez "
"rekurencji lub świadomości zawartość w ogóle.\n"
-"— W przypadku [kod]Tablica[/kod] [kod]==[/kod] uwzględnia równość wtedy i "
-"tylko wtedy, gdy każdy element w pierwszej [kod]Tablica[/kod] jest równy "
-"swojemu odpowiednikowi w drugiej [ kod]Tablica[/kod], jak mówi sam [kod]==[/"
-"kod]. Oznacza to, że [code]==[/code] jest rekursywny w [code]Tablicy[/code], "
-"ale nie w [code]Słowniku[/code].\n"
+"— W przypadku [code]Tablica[/code] [code]==[/code] uwzględnia równość wtedy "
+"i tylko wtedy, gdy każdy element w pierwszej [code]Tablica[/code] jest równy "
+"swojemu odpowiednikowi w drugiej [code]Tablica[/code], jak mówi sam "
+"[code]==[/code]. Oznacza to, że [code]==[/code] jest rekursywny w "
+"[code]Tablicy[/code], ale nie w [code]Słowniku[/code].\n"
"Krótko mówiąc, za każdym razem, gdy potencjalnie zaangażowany jest "
"[code]Słownik[/code], jeśli chcesz prawdziwego porównania uwzględniającego "
"zawartość, musisz użyć [code]deep_equal[/code]."
@@ -619,7 +619,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
@@ -633,13 +632,12 @@ msgid ""
"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
"directly."
msgstr ""
-"Zaokrągla [code]s[/code] w dół (do nieskończoności ujemnej), zwraca "
+"Zaokrągla [code]s[/code] w dół (do ujemnej nieskończoności), zwraca "
"najwyższą liczbę całkowitą która jest nie większa niż [code]s[/code].\n"
"[codeblock]\n"
-"# a to 2.0\n"
-"a = floor(2.99)\n"
-"# a to-3.0\n"
-"a = floor(-2.99)\n"
+"a = floor(2.45) # a to 2.0\n"
+"a = floor(2.99) # a to 2.0\n"
+"a = floor(-2.99) # a to-3.0\n"
"[/codeblock]\n"
"[b]Informacja:[/b] Ta metoda zwraca liczbę zmiennoprzecinkową, jeżeli chcesz "
"liczby całkowitej użyj bezpośrednio metody [code]int(s)[/code]."
@@ -725,8 +723,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -741,7 +741,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Zwraca tablicę słowników reprezentującą obecny stos wykonywanych funkcji.\n"
"[codeblock]\n"
@@ -834,8 +838,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -845,8 +850,29 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
-msgstr ""
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
+msgstr ""
+"Zwraca współczynnik interpolacji lub ekstrapolacji w zależności od zakresu "
+"zdefiniowanego w [code]from[/code] i [code]to[/code] oraz wartość "
+"interopolowaną zdefiniowaną w [code]weight[/code]. Zwrócona wartość znajduje "
+"się pomiędzy [code]0.0[/code] i [code]1.0[/code] jeśli [code]weight[/code] "
+"jest pomiędzy [code]from[/code] i [code]to[/code] (włącznie). Jeśli "
+"[code]weight[/code] znajduje się poza zakresem, współczynnik ekstrapolacji "
+"zostanie zwrócony (zwraca wartość mniejszą od [code]0.0[/code] lub większą "
+"od [code]1.0[/code]). Użyj [method clamp] na wyniku [method inverse_lerp] "
+"jeśli chcesz tego uniknąć. \n"
+"[codeblock] \n"
+"# Stosunek interpolacji w zawołaniu `lerp()` poniżej to 0.75. \n"
+"var middle = lerp(20, 30, 0.75) \n"
+"# `middle` ma teraz wartość 27.5. \n"
+"# Teraz udajemy że zapomnieliśmy oryginalnego stosunku i chcemy go "
+"spowrotem. \n"
+"var ratio = inverse_lerp(20,30,27.5) \n"
+"# `ratio` ma teraz wartość 0.75.\n"
+"[/codeblock]\n"
+"Zobacz również [method lerp] która powoduje odwrócenie tej operacji i "
+"[method range_lerp] aby zmapować ciągłą serie wartości do następnej."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -923,7 +949,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -935,7 +962,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Interpoluje liniowo pomiędzy dwoma wartościami poprzez znormalizowaną "
"wartość. Jest to odwrotność [method inverse_lerp].\n"
@@ -1146,6 +1174,22 @@ msgid ""
"[code]0[/code] rather than [code]1[/code] for non-positive values of "
"[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
msgstr ""
+"Zwraca najbliższą wartość całkowitą [code]value[/code] równą lub wyższą "
+"potędze dwójki.\n"
+"Innymi słowy, zwraca najmniejszą wartość [code]a[/code] gdzie [code]a = "
+"pow(2, n)[/code] wtedy i tylko wtedy gdy [code]value <= a[/code] dla jakiejś "
+"dodatniej liczby całkowitej [code]n[/code].\n"
+"[codeblock]\n"
+"nearest_po2(3) # zwraca 4\n"
+"nearest_po2(4) # zwraca 4\n"
+"nearest_po2(5) # zwraca 8\n"
+"\n"
+"nearest_po2(0) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n"
+"nearest_po2(-1) # zwraca 0 (niekoniecznie czego byś się spodziewał)\n"
+"[/codeblock]\n"
+"[b]UWAGA:[/b] Z powodu sposobu implementacji, ta funkcja zwraca [code]0[/"
+"code] w przeciwieństwie do [code]1[/code] dla ujemnych wartości [code]value[/"
+"code] (w rzeczywistości, 1 jest najmniejszą liczbą całkowitą dla potęgi z 2)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1158,6 +1202,13 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method char]."
msgstr ""
+"Zwraca liczbę całkowitą reprezentującą punkt kodu Unicode danego znaku "
+"Unicode [code]char[/code]. [codeblock]\n"
+"a = ord(\"A\") # a wynosi 65\n"
+"a = ord(\"a\") # a wynosi 97\n"
+"a = ord(\"€\") # a wynosi 8364\n"
+"[/codeblock]\n"
+"To jest odwrotność [metody char]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1298,19 +1349,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Wypisuje zrzut stosu w miejscu kodu, działa tylko przy uruchamianiu z "
-"włączonym debuggerem.\n"
-"Wynik w konsoli wyglądać może tak:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1503,10 +1552,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3972,6 +4026,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4656,8 +4730,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5349,19 +5422,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5382,21 +5457,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5406,9 +5485,10 @@ msgstr "Zwraca tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6060,9 +6140,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6237,8 +6317,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6956,7 +7036,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7193,7 +7278,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7567,7 +7657,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7752,6 +7845,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7771,9 +7867,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7841,7 +7941,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9247,8 +9355,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9299,10 +9408,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9545,12 +9664,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -10096,7 +10209,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10257,12 +10375,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10390,10 +10512,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10410,6 +10531,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10550,7 +10686,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10907,14 +11046,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10924,22 +11063,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12231,7 +12370,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12324,7 +12463,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12352,9 +12493,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12862,13 +13003,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12894,8 +13036,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13208,12 +13352,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13258,8 +13402,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13307,8 +13453,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13370,7 +13519,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13495,7 +13644,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -14200,17 +14352,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14518,12 +14670,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14560,12 +14713,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15728,7 +15882,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15754,7 +15916,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16496,7 +16662,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19227,7 +19395,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19376,16 +19546,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19531,18 +19702,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Zwraca arcus sinus parametru."
@@ -19728,6 +19887,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22570,7 +22737,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24467,8 +24637,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -25089,7 +25263,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26680,10 +26856,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28105,8 +28284,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30409,11 +30588,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31259,7 +31441,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31271,6 +31457,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33315,7 +33511,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33652,14 +33850,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33667,22 +33865,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Zwraca minimalny kąt w radianach tego wektora."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/Line2D.xml
msgid ""
@@ -34963,8 +35165,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -35009,7 +35215,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35264,9 +35473,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35727,7 +35936,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36642,7 +36853,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36877,7 +37091,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36898,7 +37112,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37620,6 +37837,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37708,13 +37928,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -40418,7 +40650,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40937,11 +41171,11 @@ msgstr "Zwraca kąt w radianach danego wektora."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40975,11 +41209,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41001,11 +41235,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41387,7 +41621,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42882,6 +43118,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46792,7 +47038,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/PopupMenu.xml
@@ -47031,7 +47279,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47761,7 +48011,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50442,8 +50696,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50466,15 +50731,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52079,17 +52351,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52098,8 +52381,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54029,11 +54318,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54470,7 +54763,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54617,13 +54912,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54806,7 +55107,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54946,6 +55251,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54958,7 +55275,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55813,7 +56133,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56433,6 +56756,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56618,7 +56949,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56767,7 +57100,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57997,7 +58332,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58013,7 +58351,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -58203,7 +58543,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59470,6 +59810,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59531,6 +59874,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59553,7 +59899,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60690,6 +61039,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60720,6 +61074,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60761,7 +61120,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -62126,39 +62487,46 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
-msgstr ""
+"theme has [code]theme_type[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62175,15 +62543,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62195,16 +62565,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62215,16 +62586,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62233,16 +62605,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62253,17 +62627,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62276,9 +62652,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62286,8 +62662,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62302,7 +62678,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62319,18 +62695,22 @@ msgid ""
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
#, fuzzy
@@ -62342,31 +62722,38 @@ msgstr ""
"skrypcie ,podczas wywołania [method move_and_slide]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62395,87 +62782,88 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65657,21 +66045,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65684,7 +66076,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65713,7 +66105,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65723,22 +66147,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65751,8 +66188,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65950,16 +66389,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -67216,10 +67655,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67230,8 +67674,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67389,7 +67833,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67921,6 +68367,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -72098,6 +72560,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74637,7 +75103,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index c99a8e1cd6..d3d9b9aadf 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -10,12 +10,16 @@
# Diogo Gomes <dgomes@graphnode.com>, 2022.
# El_ExpertPlayer <xpertnathan37@gmail.com>, 2022.
# Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>, 2022.
+# Rafael Testa <rafael1testa@gmail.com>, 2022.
+# Lucas Campos <lucas@lcmps.dev>, 2022.
+# Nathan Soares <eu@nathan.com.br>, 2022.
+# Baiterson <baiter160@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-29 10:31+0000\n"
-"Last-Translator: Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>\n"
+"PO-Revision-Date: 2022-11-18 16:48+0000\n"
+"Last-Translator: ssantos <ssantos@web.de>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pt/>\n"
"Language: pt\n"
@@ -23,7 +27,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -91,7 +95,7 @@ msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
-msgstr "valor"
+msgstr "Valor"
#: doc/tools/make_rst.py
msgid "Getter"
@@ -513,6 +517,23 @@ msgid ""
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
+"Compara dois valores verificando seu conteúdo real, por meio de recursão em "
+"um [Array] ou [Dictionary] em todos os seus níveis.\n"
+"Esta função se asemelha ou difere de [code]==[/code] de diversas maneiras:\n"
+"- Para [code]null[/code], [code]int[/code], [code]float[/code], "
+"[code]String[/code], [code]Object[/code] e [code] RID[/code] tanto "
+"[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma forma.\n"
+"- Para [code]Dictionary[/code], [code]==[/code] considera-se igual se, e "
+"somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/"
+"code], sem recursão ou checagem de seu conteúdo.\n"
+"- Para [code]Array[/code], [code]==[/code] considera igual se, e somente se, "
+"cada item no primeiro [code]Array[/code] for igual ao seu homólogo no "
+"segundo [ code]Array[/code], conforme informado pelo próprio [code]==[/"
+"code]. Isso implica que [code]==[/code] se faz a recursão em [code]Array[/"
+"code], mas não em [code]Dictionary[/code].\n"
+"Resumindo, sempre que um [code]Dictionary[/code] estiver potencialmente "
+"envolvido, se você quiser uma comparação verdadeira com verificação de "
+"conteúdo, você deve usar [code]deep_equal[/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -700,8 +721,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -716,7 +739,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Retorna uma list de dicionários representando a pilha de chamada atual.\n"
"[codeblock]\n"
@@ -802,6 +829,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -809,8 +837,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -820,7 +849,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"Returna um fator de interpolação ou extrapolação considerando o alcance "
"especifico em [code]from[/code] e [code]to[/code], e o valor interpolado "
@@ -908,12 +938,14 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -925,7 +957,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Interpola linearmente entre dois valores pelo fator definido em "
"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
@@ -1340,7 +1373,6 @@ msgstr ""
"rastreamento de pilha quando um erro ou aviso é impresso ."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
@@ -1350,28 +1382,27 @@ msgid ""
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
-"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
-"ativado.\n"
-"Saída no console vai parecer assim:\n"
+"Similar à [method print], mas inclui a pilha de chamadas no local do código "
+"quando o depurador esta ativado.\n"
+"A saída no console será exibida da seguinte maneira:\n"
"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
+"Test print\n"
+" At: res://test.gd:15:_process()\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
-"ativado.\n"
-"Saída no console vai parecer assim:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1607,20 +1638,59 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"Retorna um [Array] com o intervalo fornecido. [method range] pode ser "
+"invocado de três maneiras:\n"
+"- [code]range(n: int)[/code]: inicia em 0, incrementa 1 passo até parar "
+"[i]antes[/i] de [code]n[/code]. O argumento [code]n[/code] é [b]exclusivo[/"
+"b].\n"
+"[código]intervalo(b: int, n: int)[/código]: inicia em [código]b[/código], "
+"incrementa 1 passo até parar [i]antes[/i] de [code]n[/code]. Os argumentos "
+"[code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e [b]exclusivo[/b], "
+"respectivamente.\n"
+"- [code]range(b: int, n: int, s: int)[/code]: inicia em [code]b[/code], "
+"aumenta/diminui [code]s[/code] passos até parar [i]antes[/i] de [code]n[/"
+"code]. Os argumentos [code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e "
+"[b]exclusivo[/b], respectivamente. O argumento [code]s[/code] [b]pode[/b] "
+"ser negativo, mas não [code]0[/code]. Se [code]s[/code] for [code]0[/code], "
+"uma mensagem de erro será exibida.\n"
+"- [method range] converte todos os argumentos em [int] antes do "
+"processamento.\n"
+"[b]Observação:[/b] Retorna uma matriz vazia se nenhum valor atender às "
+"restrições do intervalo (por exemplo, [code]range(2, 5, -1)[/code] ou "
+"[code]range(5, 5, 1)[/code]).\n"
+"Exemplos:\n"
+"[codeblock]\n"
+"print(range(4)) # Escreve [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Escreve [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Escreve [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Escreve [4, 3, 2]\n"
+"[/codeblock]\n"
+"Para iterar sobre um [Array] para trás, use:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Saída:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"Mapeia um [code]value[/code] do intervalo [code][istart, istop][/code] para "
-"o intervalo [code][ostart, ostop][/code].\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Retorna 0.5\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1633,6 +1703,14 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method ceil], [method stepify], and [int]."
msgstr ""
+"Arredonda [code]s[/code] para o número inteiro mais próximo, com a metade "
+"arredondada para cima.\n"
+"[codeblock]\n"
+"a = round(2.49) # a is 2.0\n"
+"a = round(2.5) # a is 3.0\n"
+"a = round(2.51) # a is 3.0\n"
+"[/codeblock]\n"
+"Veja também[method floor], [method ceil], [method stepify], e [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1717,6 +1795,29 @@ msgid ""
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
+"Retorna o resultado da interpolação suave do valor de [code]s[/code] entre "
+"[code]0[/code] e [code]1[/code], na qual [code]s[/code] se encontra incluso "
+"no intervalo dos limites [code]from[/code] e [code]to[/code].\n"
+"O valor de retornado é [code]0[/code] se [code]s <= from[/code], e [code]1[/"
+"code] se [code]s >= to[/code]. Se [code]s[/code] estiver entre [code]from[/"
+"code] e [code]to[/code], o valor retornado segue uma curva em forma de S que "
+"mapeia [code]s[/code] entre [ code]0[/code] e [code]1[/code].\n"
+"Esta curva em forma de S é o interpolador cúbico de Hermite, dado por "
+"[code]f(y) = 3*y^2 - 2*y^3[/code] na qual [code]y = (x-from) / (to -from)[/"
+"code].\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # Retorna 0.0\n"
+"smoothstep(0, 2, 0.5) # Retorna 0.15625\n"
+"smoothstep(0, 2, 1.0) # Retorna 0.5\n"
+"smoothstep(0, 2, 2.0) # Retorna 1.0\n"
+"[/codeblock]\n"
+"Comparado [method ease] com um valor de curva de [code]-1.6521[/code], "
+"[method smoothstep] retorna a curva mais suave possível sem mudanças "
+"repentinas na derivada. Se você precisar realizar transições mais avançadas, "
+"use [Tween] ou [AnimationPlayer].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
+"smoothstep_ease_comparison.png]Comparação entre os valores retornados por "
+"smoothstep() e ease(x, -1.6521)[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1728,8 +1829,17 @@ msgid ""
"[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need "
"negative inputs, use [code]System.Numerics.Complex[/code] in C#."
msgstr ""
+"Retorna a raiz quadrada de [code]s[/code], onde [code]s[/code] é um número "
+"não-negativo.\n"
+"[codeblock]\n"
+"sqrt(9) # Retorna 3\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Valores negativos de [code]s[/code] retornam NaN. Se você "
+"necessita de inputs negativos, use [code]System.Numerics.Complex[/code] em "
+"C#."
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns the position of the first non-zero digit, after the decimal point. "
"Note that the maximum return value is 10, which is a design decision in the "
@@ -1740,6 +1850,14 @@ msgid ""
"n = step_decimals(0.000000005) # n is 9\n"
"[/codeblock]"
msgstr ""
+"Retorna a posição do primeiro dígito diferente de 0 após o ponto decimal. "
+"Note que o valor máximo retornado é 10, que é uma decisão de design na "
+"implementação.\n"
+"[codeblock]\n"
+"n = step_decimals(5) # n é 0\n"
+"n = step_decimals(1.0005) # n é 4\n"
+"n = step_decimals(0.000000005) # n é 9\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1752,6 +1870,14 @@ msgid ""
"[/codeblock]\n"
"See also [method ceil], [method floor], [method round], and [int]."
msgstr ""
+"Fixa valor flutuante [code]s[/code] para um dado [code]step[/code]. Também "
+"pode ser usado para arredondar um número flutuante para um número arbitrário "
+"de decimais.\n"
+"[codeblock]\n"
+"stepify(100, 32) # Retorna 96.0\n"
+"stepify(3.14159, 0.01) # Retorna 3.14\n"
+"[/codeblock]\n"
+"Veja também [method ceil], [method floor], [method round], e [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1764,6 +1890,14 @@ msgid ""
"len(b) # Returns 12\n"
"[/codeblock]"
msgstr ""
+"Converte um ou mais argumentos de quaisquer tipos para string na melhor "
+"maneira possível.\n"
+"[codeblock]\n"
+"var a = [10, 20, 30]\n"
+"var b = str(a);\n"
+"len(a) # Retorna 3\n"
+"len(b) # Retorna 12\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1803,6 +1937,11 @@ msgid ""
"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
msgstr ""
+"Retorna a tangente hiperbólica de [code]s[/code].\n"
+"[codeblock]\n"
+"a = log(2.0) # a é 0.693147\n"
+"b = tanh(a) # b é 0.6\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1845,6 +1984,11 @@ msgid ""
"type_exists(\"Variant\") # Returns false\n"
"[/codeblock]"
msgstr ""
+"Retorna se uma dada classe existe em [ClassDB].\n"
+"[codeblock]\n"
+"type_exists(\"Sprite\") # Retorna true\n"
+"type_exists(\"Variant\") # Retorna false\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -2177,16 +2321,22 @@ msgid "Global scope constants and variables."
msgstr "Constantes e variáveis de escopo global."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"Global scope constants and variables. This is all that resides in the "
"globals, constants regarding error codes, scancodes, property hints, etc.\n"
"Singletons are also documented here, since they can be accessed from "
"anywhere."
msgstr ""
+"Constante e variáveis de escopo global. É tudo aquilo que reside no escopo "
+"global, constantes relacionadas a códigos de erro, scancodes, dicas de "
+"propriedades, etc.\n"
+"Singletons também estão documentados aqui, uma vez que podem ser acessados "
+"de qualquer lugar."
#: doc/classes/@GlobalScope.xml
msgid "The [ARVRServer] singleton."
-msgstr ""
+msgstr "O singleton [ARVRServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [AudioServer] singleton."
@@ -2206,7 +2356,7 @@ msgstr "O singleton [Engine]."
#: doc/classes/@GlobalScope.xml
msgid "The [Geometry] singleton."
-msgstr ""
+msgstr "O singleton [Geometry]."
#: doc/classes/@GlobalScope.xml
msgid "The [IP] singleton."
@@ -2245,19 +2395,16 @@ msgid "The [Marshalls] singleton."
msgstr "O singleton [Marshalls]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Navigation2DServer] singleton."
-msgstr "O singleton [TranslationServer]."
+msgstr "O singleton [Navigation2DServer]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationMeshGenerator] singleton."
-msgstr "O singleton [TranslationServer]."
+msgstr "O singleton [NavigationMeshGenerator]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationServer] singleton."
-msgstr "O singleton [TranslationServer]."
+msgstr "O singleton [NavigationServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [OS] singleton."
@@ -2269,11 +2416,11 @@ msgstr "O singleton [Performance]."
#: doc/classes/@GlobalScope.xml
msgid "The [Physics2DServer] singleton."
-msgstr ""
+msgstr "O singleton [Physics2DServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [PhysicsServer] singleton."
-msgstr ""
+msgstr "O singleton [PhysicsServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [ProjectSettings] singleton."
@@ -2289,7 +2436,7 @@ msgstr "O singleton [ResourceSaver]."
#: doc/classes/@GlobalScope.xml
msgid "The [Time] singleton."
-msgstr ""
+msgstr "O singleton [Time]."
#: doc/classes/@GlobalScope.xml
msgid "The [TranslationServer] singleton."
@@ -2301,7 +2448,7 @@ msgstr "O singleton [VisualScriptEditor]."
#: doc/classes/@GlobalScope.xml
msgid "The [VisualServer] singleton."
-msgstr ""
+msgstr "O singleton [VisualServer]."
#: doc/classes/@GlobalScope.xml
msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes."
@@ -2393,7 +2540,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Scancodes with this bit applied are non-printable."
-msgstr ""
+msgstr "Scancodes com este bit aplicado não são printáveis."
#: doc/classes/@GlobalScope.xml
msgid "Escape key."
@@ -2405,7 +2552,7 @@ msgstr "Tecla Tab."
#: doc/classes/@GlobalScope.xml
msgid "Shift+Tab key."
-msgstr ""
+msgstr "Tecla Shift+Tab."
#: doc/classes/@GlobalScope.xml
msgid "Backspace key."
@@ -2665,8 +2812,9 @@ msgid ""
msgstr "Tecla Voltar Media. Não confundir com tecla Voltar no device Android."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Media forward key."
-msgstr ""
+msgstr "Tecla avançar Mídia."
#: doc/classes/@GlobalScope.xml
msgid "Media stop key."
@@ -2674,7 +2822,7 @@ msgstr "Tecla de parada de mídia."
#: doc/classes/@GlobalScope.xml
msgid "Media refresh key."
-msgstr ""
+msgstr "Tecla repetir Mídia."
#: doc/classes/@GlobalScope.xml
msgid "Volume down key."
@@ -3565,6 +3713,11 @@ msgid ""
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
+"O número máximo de botões de controle suportados pela engine. O limite poder "
+"ser menor em plataformas específicas:\n"
+"- Android: Até 36 botões.\n"
+"- Linux: Até 80 botões.\n"
+"- Windows e macOS: Até 128 botões."
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
@@ -3584,35 +3737,35 @@ msgstr "Botão triângulo do Dualshock."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller B button."
-msgstr ""
+msgstr "Botão B do controle de Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller A button."
-msgstr ""
+msgstr "Botão A do controle de Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller X button."
-msgstr ""
+msgstr "Botão X do controle de Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller Y button."
-msgstr ""
+msgstr "Botão Y do controle de Xbox."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller A button."
-msgstr ""
+msgstr "Botão A do controle da Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller B button."
-msgstr ""
+msgstr "Botão B do controle da Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller X button."
-msgstr ""
+msgstr "Botão X do controle da Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller Y button."
-msgstr ""
+msgstr "Botão Y do controle da Nintendo."
#: doc/classes/@GlobalScope.xml
msgid "Grip (side) buttons on a VR controller."
@@ -3678,35 +3831,36 @@ msgstr "Botão direito no direcional do controle."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL guide button."
-msgstr ""
+msgstr "Botão guia do controle SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL miscellaneous button."
msgstr "Botão diverso SDL do controle."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Gamepad SDL paddle 1 button."
-msgstr ""
+msgstr "Botão paddle 1 do controle SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 2 button."
-msgstr ""
+msgstr "Botão paddle 2 do controle SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 3 button."
-msgstr ""
+msgstr "Botão paddle 3 do controle SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 4 button."
-msgstr ""
+msgstr "Botão paddle 4 do controle SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL touchpad button."
-msgstr ""
+msgstr "Touchpad do controle SDL."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left Shoulder button."
-msgstr ""
+msgstr "Touchpad botão L1."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left trigger."
@@ -3718,7 +3872,7 @@ msgstr "Clique na alavanca esquerda do controle."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right Shoulder button."
-msgstr ""
+msgstr "Touchpad botão L2."
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right trigger."
@@ -3785,8 +3939,9 @@ msgid "VR Controller analog trigger."
msgstr "Gatilho analógico do controle VR."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "VR Controller analog grip (side buttons)."
-msgstr ""
+msgstr "VR Controle analógico (botões laterais)"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3809,30 +3964,38 @@ msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"MIDI nota OFF mensagem. Ver na documentação [InputEventMIDI] como usar."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
-msgstr ""
+msgstr "MIDI nota ON mensagem. Ver na documentação [InputEventMIDI] como usar."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
+"MIDI aftertouch mensagem. Essa mensagem é mais enviada quando pressionada a "
+"tecla e depois de \"bottons out\"."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"MIDI control change mensagem. Essa mensagem é enviada quando um valor de um "
+"controle muda. Controles do tipo pedais e alavancas."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
+"MIDI program change message. Essa mensagem é enviada quando o número de um "
+"patch de um programa."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -3925,6 +4088,19 @@ msgid ""
" print(\"Still failing!\")\n"
"[/codeblock]"
msgstr ""
+"Métodos que retornam [enum Error] retornam [constant OK] quando nenhum erro "
+"ocorre. Note que muitas funções não retornam um código de erro, mas "
+"imprimirão mensagens de erro na saída padrão.\n"
+"Uma vez que [constant OK] tem valor 0 e todos os outros códigos de erro são "
+"inteiros positivos, também pode ser usado em uma checagem booleana, ex:\n"
+"[codeblock]\n"
+"var err = method_that_returns_error()\n"
+"if err != OK:\n"
+" print(\"Failure!\")\n"
+"# Ou o equivalente:\n"
+"if err:\n"
+" print(\"Still failing!\")\n"
+"[/codeblock]"
#: doc/classes/@GlobalScope.xml
msgid "Generic error."
@@ -3932,31 +4108,34 @@ msgstr "Erro genérico."
#: doc/classes/@GlobalScope.xml
msgid "Unavailable error."
-msgstr ""
+msgstr "Erro não disponível."
#: doc/classes/@GlobalScope.xml
msgid "Unconfigured error."
-msgstr ""
+msgstr "Erro não configurado."
#: doc/classes/@GlobalScope.xml
msgid "Unauthorized error."
-msgstr ""
+msgstr "Erro não autorizado."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Parameter range error."
-msgstr ""
+msgstr "Erro de intervalo de parâmetro."
#: doc/classes/@GlobalScope.xml
msgid "Out of memory (OOM) error."
-msgstr ""
+msgstr "Erro de falta de memória (OOM)."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "File: Not found error."
-msgstr ""
+msgstr "Arquivo: Erro de arquivo não encontrado."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "File: Bad drive error."
-msgstr ""
+msgstr "Arquivo: Erro unidade defeituosa."
#: doc/classes/@GlobalScope.xml
msgid "File: Bad path error."
@@ -3971,24 +4150,29 @@ msgid "File: Already in use error."
msgstr "Ficheiro: Erro ficheiro já em uso."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "File: Can't open error."
-msgstr ""
+msgstr "Arquivo: Erro não foi possível abrir."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "File: Can't write error."
-msgstr ""
+msgstr "Arquivo: Erro não foi possível escrever."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "File: Can't read error."
-msgstr ""
+msgstr "Arquivo: Erro não foi possível ler."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "File: Unrecognized error."
-msgstr ""
+msgstr "Arquivo: Erro não reconhecido."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "File: Corrupt error."
-msgstr ""
+msgstr "Arquivo: Erro corrompido."
#: doc/classes/@GlobalScope.xml
msgid "File: Missing dependencies error."
@@ -3996,27 +4180,28 @@ msgstr "Ficheiro: Erro faltam dependências."
#: doc/classes/@GlobalScope.xml
msgid "File: End of file (EOF) error."
-msgstr ""
+msgstr "Arquivo: Erro fim do arquivo (EOF)."
#: doc/classes/@GlobalScope.xml
msgid "Can't open error."
-msgstr ""
+msgstr "Erro não foi possível abrir."
#: doc/classes/@GlobalScope.xml
msgid "Can't create error."
-msgstr ""
+msgstr "Erro não foi possível criar."
#: doc/classes/@GlobalScope.xml
msgid "Query failed error."
-msgstr ""
+msgstr "Erro falha na consulta."
#: doc/classes/@GlobalScope.xml
msgid "Already in use error."
-msgstr ""
+msgstr "Erro já está sendo utilizado."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Locked error."
-msgstr ""
+msgstr "Erro Bloqueado (Locked error)."
#: doc/classes/@GlobalScope.xml
msgid "Timeout error."
@@ -4024,7 +4209,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Can't connect error."
-msgstr ""
+msgstr "Erro não foi possível conectar."
#: doc/classes/@GlobalScope.xml
msgid "Can't resolve error."
@@ -4036,15 +4221,15 @@ msgstr "Erro de conexão."
#: doc/classes/@GlobalScope.xml
msgid "Can't acquire resource error."
-msgstr ""
+msgstr "Erro não foi possível adquirir o recurso."
#: doc/classes/@GlobalScope.xml
msgid "Can't fork process error."
-msgstr ""
+msgstr "Erro não foi possível dividir o processo."
#: doc/classes/@GlobalScope.xml
msgid "Invalid data error."
-msgstr ""
+msgstr "Erro dados inválidos."
#: doc/classes/@GlobalScope.xml
msgid "Invalid parameter error."
@@ -4079,8 +4264,9 @@ msgid "Linking failed error."
msgstr ""
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Script failed error."
-msgstr ""
+msgstr "Erro falha no script."
#: doc/classes/@GlobalScope.xml
msgid "Cycling link (import cycle) error."
@@ -4095,8 +4281,9 @@ msgid "Duplicate symbol error."
msgstr "Erro de símbolo duplicado."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid "Parse error."
-msgstr ""
+msgstr "Erro de parse."
#: doc/classes/@GlobalScope.xml
msgid "Busy error."
@@ -4112,13 +4299,15 @@ msgstr "Erro de ajuda."
#: doc/classes/@GlobalScope.xml
msgid "Bug error."
-msgstr ""
+msgstr "Erro bug."
#: doc/classes/@GlobalScope.xml
msgid ""
"Printer on fire error. (This is an easter egg, no engine methods return this "
"error code.)"
msgstr ""
+"Erro impressora em chamas. (Isso é um easter egg, nenhum método da engine "
+"retornará esse código de erro.)"
#: doc/classes/@GlobalScope.xml
msgid "No hint for the edited property."
@@ -4165,12 +4354,17 @@ msgid ""
msgstr ""
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"Hints that a float property should be edited via an exponential easing "
"function. The hint string can include [code]\"attenuation\"[/code] to flip "
"the curve horizontally and/or [code]\"inout\"[/code] to also include in/out "
"easing."
msgstr ""
+"Sugere que uma propriedade float deve ser editada através de uma função de "
+"suavização. A string de sugestão pode incluir [code]\"attenuation\"[/code] "
+"para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para incluir "
+"também a suavização in/out."
#: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused."
@@ -4281,6 +4475,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4969,8 +5183,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5666,19 +5879,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5699,21 +5914,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5723,9 +5942,10 @@ msgstr "Retorna o RID do ecrã usada por essa camada."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6384,9 +6604,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6560,8 +6780,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7272,7 +7492,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7509,7 +7734,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7883,7 +8113,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8068,6 +8301,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8087,9 +8323,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -8157,7 +8397,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9563,8 +9811,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9615,10 +9864,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9860,12 +10119,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr "Poder de distorção. O valor pode variar de 0 a 1."
@@ -10411,7 +10664,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10572,12 +10830,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10705,10 +10967,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10725,6 +10986,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10865,7 +11141,10 @@ msgstr "Reproduz um som posicional em espaço 2D."
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -11222,14 +11501,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11239,22 +11518,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12548,7 +12827,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12641,7 +12920,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12669,9 +12950,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -13171,13 +13452,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -13203,8 +13485,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13517,12 +13801,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13567,8 +13851,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13616,8 +13902,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13683,7 +13972,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13819,10 +14108,12 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
-"Define que a camada irá seguir a janela para simular um efeito pseudo-3D."
#: doc/classes/CanvasLayer.xml
msgid ""
@@ -14531,17 +14822,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14848,12 +15139,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14890,12 +15182,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -16064,7 +16357,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -16090,7 +16391,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16831,7 +17136,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19568,7 +19875,9 @@ msgstr "Uma curva matemática."
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19717,16 +20026,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19871,18 +20181,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -20066,6 +20364,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "A altura do cilindro."
@@ -22901,7 +23207,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24729,7 +25038,7 @@ msgstr ""
#: doc/classes/File.xml
msgid "File system"
-msgstr ""
+msgstr "Sistema de arquivos"
#: doc/classes/File.xml
msgid ""
@@ -24797,8 +25106,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -25420,7 +25733,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -27008,10 +27323,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28419,8 +28737,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30720,11 +31038,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31573,7 +31894,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31585,6 +31910,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33617,7 +33952,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33954,14 +34291,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33969,22 +34306,28 @@ msgid "Removes all points from the line."
msgstr "Remove todos os pontos da linha."
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+#, fuzzy
+msgid "Returns the amount of points in the line."
msgstr "Retorna a quantidade de pontos de uma Line2D."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
+"Retorna [code]true[/code] se a guia no índice [code]tab_idx[/code] estiver "
+"oculta."
#: doc/classes/Line2D.xml
msgid ""
@@ -35261,8 +35604,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -35307,7 +35654,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35562,9 +35912,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -36024,7 +36374,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36930,7 +37282,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37160,7 +37515,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37181,7 +37536,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37898,6 +38256,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37985,13 +38346,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -38560,7 +38933,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
-msgstr "Nós e Cenas"
+msgstr "Nós e cenas"
#: doc/classes/Node.xml
msgid "All Demos"
@@ -40695,7 +41068,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41208,11 +41583,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41246,11 +41621,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41272,11 +41647,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41657,7 +42032,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -43124,6 +43501,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -47026,7 +47413,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/PopupMenu.xml
@@ -47266,7 +47655,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47995,7 +48386,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50739,8 +51134,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50763,15 +51169,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52367,17 +52780,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52386,8 +52810,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54317,11 +54747,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54758,7 +55192,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54902,13 +55338,19 @@ msgstr "A cena atual."
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55093,7 +55535,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55233,6 +55679,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -55245,7 +55703,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56101,7 +56562,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56721,6 +57185,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56906,7 +57378,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57055,7 +57529,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -58300,7 +58776,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58316,7 +58795,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -58506,7 +58987,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59773,6 +60254,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59834,6 +60318,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59856,7 +60343,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60995,6 +61485,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -61024,6 +61519,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -61065,8 +61565,13 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+#, fuzzy
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
+"Emitido quando um botão personalizado é pressionado. Veja [method "
+"add_button]."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -62418,40 +62923,52 @@ msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62468,15 +62985,18 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62486,15 +63006,17 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -62507,7 +63029,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -62515,7 +63037,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62525,15 +63047,17 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62545,17 +63069,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62568,9 +63094,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62578,8 +63104,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62594,7 +63120,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62611,18 +63137,26 @@ msgid ""
msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] "
+"caso contrário."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] "
+"caso contrário."
#: doc/classes/Theme.xml
msgid ""
@@ -62631,31 +63165,44 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] "
+"caso contrário."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] "
+"caso contrário."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] "
+"caso contrário."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62686,87 +63233,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65948,21 +66495,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65975,7 +66526,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -66004,7 +66555,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -66014,22 +66597,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -66042,8 +66638,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -66241,16 +66839,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -67500,10 +68098,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67514,8 +68117,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67667,7 +68270,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68199,6 +68804,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -72352,6 +72973,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74893,7 +75518,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index ea624fdf2c..463bc9c957 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -19,7 +19,7 @@
# Lucas E. <lukas.ed45@gmail.com>, 2021.
# Júlio César <diolandajr@gmail.com>, 2021, 2022.
# Kett Lovahr <vagnerlunes@gmail.com>, 2021.
-# Jaide Alonso Ambrosio <jaide.sp@gmail.com>, 2021.
+# Jaide Alonso Ambrosio <jaide.sp@gmail.com>, 2021, 2022.
# DeeJayLSP <djlsplays@gmail.com>, 2021.
# Douglas Leão <djlsplays@gmail.com>, 2021.
# Cauê Henrique Sousa Ferrareto <caue313@gmail.com>, 2021.
@@ -42,12 +42,15 @@
# Daniel Abrante <danielabrante@protonmail.com>, 2022.
# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
# Felipe Kinoshita <kinofhek@gmail.com>, 2022.
+# Mr.Albino <ricmorsoleto@gmail.com>, 2022.
+# Zer0-Zer0 <dankmemerson@tutanota.com>, 2022.
+# Julio Yagami <juliohenrique31501234@hotmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-08-04 06:40+0000\n"
-"Last-Translator: Felipe Kinoshita <kinofhek@gmail.com>\n"
+"PO-Revision-Date: 2022-12-09 19:48+0000\n"
+"Last-Translator: Julio Yagami <juliohenrique31501234@hotmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/pt_BR/>\n"
"Language: pt_BR\n"
@@ -55,7 +58,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -526,7 +529,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
@@ -547,13 +549,13 @@ msgid ""
"code]."
msgstr ""
"Compara dois valores, verificando seu conteúdo real, recorrendo a qualquer "
-"`Array` ou `Dicionário` até o seu nível mais profundo.\n"
+"[Array] ou [Dictionary] até o seu nível mais profundo.\n"
"Isso se compara a [code]==[/code] de várias maneiras:\n"
"- Para [code]null[/code], [code]int[/code], [code]float[/code], "
"[code]String[/code], [code]Object[/code] e [code]RID[/code] tanto "
"[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma maneira.\n"
"- Para [code]Dictionary[/code], [code]==[code] considera igualdade se, e "
-"somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/"
+"somente se, ambas as variáveis apontaram para o mesmo [code]Dictionary[/"
"code], sem nenhuma recorrência ou consciência do conteúdo.\n"
"- Para [code]Array[/code], [code]==[/code] considera igualdade se, e somente "
"se, cada item no primeiro [code]Array[/code] for igual a sua contraparte no "
@@ -585,7 +587,6 @@ msgstr ""
"inst2dict]), de volta em uma instância. Útil para desserialização."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -614,7 +615,7 @@ msgstr ""
"- Menor que -1.0 (exclusivo): Ease in-out\n"
"- 1.0: Linear\n"
"- Entre -1.0 e 0.0 (exclusivo): Ease out-in\n"
-"- 0.0: Constant\n"
+"- 0.0: Constante\n"
"- Entre 0.0 e 1.0 (exclusivo): Ease in\n"
"- 1.0: Linear\n"
"- Maior que 1.0 (exclusivo): Ease out\n"
@@ -751,8 +752,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -767,7 +770,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Retorna uma list de dicionários representando a pilha de chamada atual.\n"
"[codeblock]\n"
@@ -853,6 +860,7 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -860,8 +868,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -871,7 +880,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"Retornar a interpolação ou extrapolação do fator considerando o ranger "
"específico [code ]para[/code]"
@@ -950,7 +960,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -962,28 +973,30 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Interpola linearmente entre dois valores pelo fator definido em "
"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
-"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
+"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusivo). No entanto, "
"valores fora desse intervalo são permitidos e podem ser usados para realizar "
-"[i]extrapolação[/i].\n"
+"[i]extrapolação[/i]. Use [method clamp] no resultado de [method lerp] se "
+"isso não é desejado.\n"
"Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
"[float], o valor de retorno será um [float].\n"
"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
"valor de retorno será do mesmo tipo([code]lerp[/code] então chama o método "
"[code]linear_interpolate[/code] do tipo de vetor).\n"
"[codeblock]\n"
-"lerp(0, 4, 0,75) # Retorna 3,0\n"
+"lerp(0, 4, 0,75) # Retorna 3.0\n"
"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
"[/codeblock]\n"
"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
"realizar a interpolação facilitada com [method lerp], combine-o com [method "
-"ease] ou [method smoothstep]."
+"ease] ou [method smoothstep]. Seja também [method range_lerp] para mapear "
+"uma serie contínua de valores um para o outro."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
@@ -1006,19 +1019,30 @@ msgid ""
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
-"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
+"Interpola linearmente entre dois ângulos (em radianos) por um valor "
"normalizado.\n"
"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
-"ângulos passam através de [constant @GDScript.TAU].\n"
+"ângulos passam através de [constant @GDScript.TAU]. Para realizar "
+"interpolação facilitada com [method lerp_angle], combine com [method ease] "
+"ou [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
-"var elapsed = 0.0\n"
+"var tempo_decorrido = 0.0\n"
"func _process(delta):\n"
-" var min_angle = deg2rad(0.0)\n"
-" var max_angle = deg2rad(90.0)\n"
-" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
-" elapsed += delta\n"
-"[/codeblock]"
+" var ângulo_mínimo = deg2rad(0.0)\n"
+" var ângulo_máximo = deg2rad(90.0)\n"
+" rotação = ângulo_interpolação(ângulo_mínimo, ângulo_máximo, "
+"tempo_decorrido)\n"
+" tempo_decorrido += delta\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Esse método interpola linearmente através do caminho mais curto "
+"entre [code]from[/code] e [code]to[/code]. Entretanto, quando esses dois "
+"ângulos estão aproximadamente [code]PI + k * TAU[/code] aparte para qualquer "
+"inteiro [code]k[/code], não é óbvio para qual lado eles interpolam devido à "
+"erros de precisão de pontos flutuantes. Por exemplo, "
+"[code]ângulo_interpolação(0, PI, weight)[/code] interpola no sentido anti-"
+"horário, enquanto [code]ângulo_interpolação(0, PI + 5 * TAU, weight)[/code] "
+"interpola no sentido horário."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1388,19 +1412,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Imprime a pilha de chamadas no local do código, só funciona com o depurador "
-"habilitado.\n"
-"Saída no console vai parecer assim:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1638,20 +1660,69 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"Retorna um [i]array[/i] com o alcance dado. [method range] pode ser chamado "
+"de três maneiras:\n"
+"[code]range(n: int)[/code]: Começa do 0, aumenta em passos de 1, e para "
+"[i]antes[/i] do [code]n[/code]. O argumento [code]n[/code] é [b]exclusivo[/"
+"b].\n"
+"[code]range(b: int, n: int)[/code]: Começa do [code]b[/code], aumenta em "
+"passos de 1, e para [i]antes[/i] do [code]n[/code]. Os argumentos [code]b[/"
+"code] e [code]n[/code] são [b]inclusivo[/b] e [b]exclusivo[/b], "
+"respectivamente.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Começa do [code]b[/code], "
+"aumenta/diminui em passos de [code]s[/code], e para [i]antes[/i] do [code]n[/"
+"code]. Os argumentos [code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e "
+"[b]exclusivo[/b], respectivamente. O argumento [code]s[/code] [b]pode[/b] "
+"ser negativo, mas não [code]0[/code]. Se [code]s[/code] é [code]0[/code], "
+"uma mensagem de erro é mostrada.\n"
+"[method range] converte todos os argumentos para [int] antes de processar.\n"
+"[b]Nota:[/b] Retorna um [i]array[/i] vazio se nenhum valor satisfaz o valor "
+"exigido (e.g. [code]range(2, 5, -1)[/code] ou [code]range(5, 5, 1)[/code]).\n"
+"Exemplos:\n"
+"[codeblock]\n"
+"print(range(4)) # Imprime [0, 1, 2, 3]\n"
+"print(range(2, 5)) # Imprime [2, 3, 4]\n"
+"print(range(0, 6, 2)) # Imprime [0, 2, 4]\n"
+"print(range(4, 1, -1)) # Imprime [4, 3, 2]\n"
+"[/codeblock]\n"
+"Para repetir sobre um [Array] ao contrário, use:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+" print(array[i - 1])\n"
+"[/codeblock]\n"
+"Saída:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
"Mapeia um [code]value[/code] do intervalo [code][istart, istop][/code] para "
-"o intervalo [code][ostart, ostop][/code].\n"
+"[code][ostart, ostop][/code]. Veja também [method lerp] e [method "
+"inverse_lerp]. Se [code]value[/code] estiver fora de [code][istart, istop][/"
+"code], então o valor resultante também será fora de [code][ostart, ostop][/"
+"code]. Use [method clamp] no resultado de [method range-lerp] se não for "
+"desejado.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Retorna 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"Para casos de uso complexos em que você precise de múltiplos intervalos, "
+"considere usar [Curve] ou [Gradient]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3949,34 +4020,49 @@ msgstr ""
"Windows MR)."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Mensagem de nota MIDI OFF. Veja a documentação sobre [InputEventMIDI] para "
+"mais informações sobre como usar entradas MIDI."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
+"Mensagem ON da nota MIDI. Veja a documentação do [InputEventMIDI] para mais "
+"informações sobre como usar entradas MIDI."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
+"Mensagem MIDI de toque posterior. Esta mensagem é geralmente enviada ao "
+"pressionar a tecla após ela \"ir de fundo pra fora\"."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
+"Mensagem de alteração do controlador MIDI. Esta mensagem é enviada quando o "
+"valor de um controlador muda. Controladores incluem dispositivos como pedais "
+"e alavancas."
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
+"Mensagem de alteração do programa MIDI. Esta mensagem é enviada quando o "
+"número de patch do programa muda."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4491,6 +4577,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr "A propriedade é serializada e salva no arquivo de cena (padrão)."
@@ -5188,8 +5294,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5886,19 +5991,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5919,21 +6026,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5943,9 +6054,10 @@ msgstr "Retorna a tangente do parâmetro."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6604,9 +6716,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6781,8 +6893,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7509,7 +7621,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7746,7 +7863,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -8120,7 +8242,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8305,6 +8430,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8324,9 +8452,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -8394,7 +8526,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9800,8 +9940,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9852,10 +9993,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10099,12 +10250,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr "Poder de distorção. O valor pode variar de 0 a 1."
@@ -10650,7 +10795,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10811,12 +10961,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10944,10 +11098,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10964,6 +11117,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -11104,7 +11272,10 @@ msgstr "Reproduz um som posicional em espaço 2D."
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -11461,14 +11632,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11478,22 +11649,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12789,7 +12960,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12882,7 +13053,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12910,9 +13083,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -13418,13 +13591,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -13450,8 +13624,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13764,12 +13940,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13814,8 +13990,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13863,8 +14041,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13930,7 +14111,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14067,10 +14248,12 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
-"Define que a camada irá seguir a janela para simular um efeito pseudo-3D."
#: doc/classes/CanvasLayer.xml
msgid ""
@@ -14779,17 +14962,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -15097,12 +15280,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -15140,12 +15324,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15578,7 +15763,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Chocolate color."
-msgstr "Cor chocolate"
+msgstr "Cor chocolate."
#: doc/classes/Color.xml
msgid "Coral color."
@@ -16353,7 +16538,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -16379,7 +16572,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -17121,7 +17318,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19858,7 +20057,9 @@ msgstr "Uma curva matemática."
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -20007,16 +20208,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -20162,18 +20364,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Retorna o arco-seno do parâmetro."
@@ -20359,6 +20549,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "A altura do cilindro."
@@ -23197,7 +23395,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -25100,8 +25301,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -25723,7 +25928,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -27315,10 +27522,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28748,8 +28958,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -31054,11 +31264,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31908,7 +32121,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31920,6 +32137,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33963,7 +34190,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -34300,14 +34529,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34315,22 +34544,27 @@ msgid "Removes all points from the line."
msgstr "Remove todos os pontos da linha."
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+#, fuzzy
+msgid "Returns the amount of points in the line."
msgstr "Retorna a quantidade de pontos de uma Line2D."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
+"Retorna a largura em píxeis de [code]wrap_index[/code] em [code]line[/code]."
#: doc/classes/Line2D.xml
msgid ""
@@ -35608,8 +35842,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -35654,7 +35892,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35909,9 +36150,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -36372,7 +36613,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -37288,7 +37531,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37520,7 +37766,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37541,7 +37787,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -38266,6 +38515,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -38354,13 +38606,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -41064,7 +41328,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41581,11 +41847,11 @@ msgstr "Retorna o ângulo para o vetor dado, em radianos."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41619,11 +41885,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41645,11 +41911,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42032,7 +42298,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -43529,6 +43797,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -47441,7 +47719,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/PopupMenu.xml
@@ -47682,7 +47962,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -48412,7 +48694,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51094,8 +51380,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51118,15 +51415,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52730,17 +53034,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52749,8 +53064,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54680,11 +55001,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -55122,7 +55447,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55266,13 +55593,19 @@ msgstr "A cena atual."
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55457,7 +55790,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55598,6 +55935,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -55610,7 +55959,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56466,7 +56818,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -57088,6 +57443,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -57273,7 +57636,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -57422,7 +57787,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -58670,7 +59037,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58686,7 +59056,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -58876,7 +59248,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -60143,6 +60515,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -60204,6 +60579,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -60226,7 +60604,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -61365,6 +61746,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -61395,6 +61781,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Retorna o tipo do nó em at [code]idx[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -61436,8 +61827,13 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+#, fuzzy
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
+"Emitido quando um botão personalizado é pressionado. Veja [method "
+"add_button]."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -62808,40 +63204,52 @@ msgid "Clears all values on the theme."
msgstr "Limpa todos os valores no tema."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
+"Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62858,17 +63266,21 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
+"Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62877,19 +63289,23 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Retorna a constante em [code]name[/code] se o tema tiver [code]node_type[/"
"code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Retorna a constante em [code]name[/code] se o tema tiver [code]node_type[/"
+"code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62900,16 +63316,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
+"Retorna a constante em [code]name[/code] se o tema tiver [code]node_type[/"
+"code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62921,14 +63340,15 @@ msgstr ""
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -62939,17 +63359,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62962,9 +63384,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62972,8 +63394,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62988,7 +63410,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -63005,18 +63427,22 @@ msgid ""
msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Theme.xml
#, fuzzy
@@ -63026,31 +63452,38 @@ msgid ""
msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -63077,89 +63510,95 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Retorna a constante em [code]name[/code] se o tema tiver [code]node_type[/"
+"code]."
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
-msgstr ""
+msgstr "Retorna o nome do nó em [code]idx[/code]."
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -66347,21 +66786,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -66374,7 +66817,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -66403,7 +66846,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -66413,22 +66888,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -66441,8 +66929,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -66640,16 +67130,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -67906,10 +68396,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67920,8 +68415,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -68079,7 +68574,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68612,6 +69109,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -72791,6 +73304,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -75332,7 +75849,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -76712,6 +77231,8 @@ msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
+"Pula a seção atual. Se o nó contêm outros elementos, eles serão ignorados e "
+"o cursor irá para o encerramento do elemento atual."
#: doc/classes/XMLParser.xml
msgid "There's no node (no file or buffer opened)."
@@ -76758,10 +77279,10 @@ msgstr ""
"Classifique todos os nós filhos com base em suas posições Y. O nó filho deve "
"herdar de [CanvasItem] para ser classificado. Os nós que têm uma posição Y "
"mais alta serão desenhados mais tarde, então eles aparecerão no topo dos nós "
-"que têm uma posição Y mais baixa. O aninhamento de nós YSort é possível. Os "
-"nós YSort filhos serão classificados no mesmo espaço que o YSort pai, "
-"permitindo organizar melhor uma cena ou dividi-la em várias outras, mas "
-"manter a classificação única."
+"que têm uma posição Y mais baixa.\n"
+"O aninhamento de nós YSort é possível.Os nós YSort filhos serão "
+"classificados no mesmo espaço que o YSort pai, permitindo organizar melhor "
+"uma cena ou dividi-la em várias outras, mas manter a classificação única."
#: doc/classes/YSort.xml
msgid ""
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index 332dbd0801..dd88e8d66b 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -501,7 +501,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -516,7 +517,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -566,8 +571,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -577,7 +583,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -631,7 +638,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -643,7 +651,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -885,12 +894,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1058,10 +1071,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3500,6 +3518,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4184,8 +4222,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4876,19 +4913,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4909,21 +4948,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4932,9 +4975,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5586,9 +5630,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5762,8 +5806,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6474,7 +6518,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6711,7 +6760,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7085,7 +7139,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7270,6 +7327,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7289,9 +7349,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7359,7 +7423,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8765,8 +8837,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8817,10 +8890,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9062,12 +9145,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9613,7 +9690,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9774,12 +9856,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9907,10 +9993,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9927,6 +10012,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10067,7 +10167,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10424,14 +10527,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10441,22 +10544,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11745,7 +11848,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11838,7 +11941,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11866,9 +11971,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12365,13 +12470,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12397,8 +12503,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12711,12 +12819,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12761,8 +12869,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12810,8 +12920,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12873,7 +12986,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12998,7 +13111,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13703,17 +13819,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14020,12 +14136,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14062,12 +14179,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15227,7 +15345,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15253,7 +15379,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15994,7 +16124,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18719,7 +18851,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18868,16 +19002,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19022,18 +19157,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19216,6 +19339,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22048,7 +22179,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23940,8 +24074,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24561,7 +24699,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26145,10 +26285,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27555,8 +27698,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29856,11 +29999,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30705,7 +30851,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30717,6 +30867,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32737,7 +32897,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33074,14 +33236,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33089,21 +33251,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34379,8 +34541,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34425,7 +34591,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34680,9 +34849,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35141,7 +35310,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36026,7 +36197,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36253,7 +36427,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36274,7 +36448,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36985,6 +37162,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37069,13 +37249,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39779,7 +39971,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40290,11 +40484,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40328,11 +40522,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40354,11 +40548,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40739,7 +40933,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42203,6 +42399,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46103,7 +46309,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46342,7 +46550,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47071,7 +47281,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49752,8 +49966,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49776,15 +50001,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51380,17 +51612,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51399,8 +51642,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53329,11 +53578,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53770,7 +54023,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53914,13 +54169,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54103,7 +54364,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54243,6 +54508,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54255,7 +54532,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55110,7 +55390,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55729,6 +56012,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55914,7 +56205,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56063,7 +56356,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57290,7 +57585,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57306,7 +57604,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57496,7 +57796,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58761,6 +59061,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58822,6 +59125,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58844,7 +59150,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59981,6 +60290,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60010,6 +60323,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60051,7 +60368,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61401,37 +61720,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61450,14 +61770,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61468,14 +61789,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61488,7 +61809,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61496,7 +61817,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61508,13 +61829,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61526,17 +61847,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61549,9 +61872,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61559,8 +61882,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61575,7 +61898,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61593,15 +61916,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61613,29 +61938,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61663,87 +61992,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64916,21 +65245,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64943,7 +65276,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64972,7 +65305,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64982,22 +65347,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65010,8 +65388,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65209,16 +65589,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66463,10 +66843,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66477,8 +66862,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66630,7 +67015,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67162,6 +67549,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71312,6 +71715,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73848,7 +74255,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index b148868ce6..9d569d7760 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -5,7 +5,7 @@
#
# Alex <Alex.Gorichev@protonmail.com>, 2020.
# Nikita <Kulacnikita@ya.ru>, 2020.
-# Алексей Смирнов <tir74@mail.ru>, 2020, 2021.
+# Алексей Смирнов <tir74@mail.ru>, 2020, 2021, 2022.
# Chaosus89 <chaosus89@gmail.com>, 2020.
# John Smith <19georginos97@gmail.com>, 2020.
# NeoLan Qu <it.bulla@mail.ru>, 2020.
@@ -24,7 +24,7 @@
# Чтабс <chtabs2k19@gmail.com>, 2021.
# Nikita Blizniuk <BliznyukNM@gmail.com>, 2021.
# Сергей Волков <zerosar4@gmail.com>, 2021.
-# Alexander Sinitsyn <almoig747@gmail.com>, 2021.
+# Alexander Sinitsyn <almoig747@gmail.com>, 2021, 2022.
# Толя Богомолов <tolya.bogomolov2004@gmail.com>, 2021.
# Rustam Alieskerov <rustam.aleskerov7@gmail.com>, 2021, 2022.
# Vladimir Svity <development.openworld@gmail.com>, 2021.
@@ -50,21 +50,28 @@
# МАН69К <weblate@mah69k.net>, 2022.
# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022.
# SonicStalker Games <dmitriyusolsev1971@gmail.com>, 2022.
+# Kedr <lava20121991@gmail.com>, 2022.
+# Lost Net <pc.mirkn@gmail.com>, 2022.
+# Vladimir Kirillovskiy <vladimir.kirillovskiy@gmail.com>, 2022.
+# motismob <evt.mixail@ya.ru>, 2022.
+# Handsless coder <yfintktajy1@gmail.com>, 2022.
+# Evgeniy Khramov <thejenjagamertjg@gmail.com>, 2022.
+# Григорий <bolon667@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-08-04 06:40+0000\n"
-"Last-Translator: SonicStalker Games <dmitriyusolsev1971@gmail.com>\n"
+"PO-Revision-Date: 2022-12-06 11:48+0000\n"
+"Last-Translator: Григорий <bolon667@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ru/>\n"
"Language: ru\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
-"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
-"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.14-dev\n"
+"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
+"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -594,7 +601,6 @@ msgstr ""
"экземпляр объекта. Полезно для десериализации."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -628,7 +634,7 @@ msgstr ""
"- Больше 1,0 (не включая): Облегчение вхождения(только вход)\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
-"ease_cheatsheet.png]ease() значения кривой шпаргалка[/url]\n"
+"ease_cheatsheet.png]ease() шпаргалка значений кривой[/url]\n"
"См. также [метод smoothstep]. Если вам нужно выполнить более сложные "
"переходы, используйте [Tween] или [AnimationPlayer]."
@@ -760,8 +766,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -776,7 +784,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Возвращает массив словарей, представляющий текущий стек вызовов.\n"
"[codeblock]\n"
@@ -869,8 +881,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -880,16 +893,17 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"Возвращает коэффициент интерполяции или экстраполяции с учетом диапазона, "
-"указанного в [code]от[/code] и [code]до[/code], и интерполированное "
-"значение, указанное в [code]весе[/code]. Возвращаемое значение будет "
-"находиться в диапазоне [code]0.0[/code] and [code]1.0[/code] если [code]вес[/"
-"code] находится между [code]от[/code] и [code]до[/code] (включительно). Если "
-"[code]вес[/code] находится за пределами этого диапазона, то будет возвращён "
-"коэффициент экстраполяции (возвращаемое значение меньше [code]0.0[/code] или "
-"больше [code]1.0[/code]).\n"
+"указанного в [code]from[/code] и [code]to[/code], и интерполированное "
+"значение, указанное в [code]weight[/code]. Возвращаемое значение будет "
+"находиться в диапазоне от [code]0.0[/code] до [code]1.0[/code], если "
+"[code]weight[/code] находится между [code]from[/code] и [code]to[/code] "
+"(включительно). Если [code]weight[/code] находится за пределами этого "
+"диапазона, то будет возвращён коэффициент экстраполяции (возвращаемое "
+"значение меньше [code]0.0[/code] или больше [code]1.0[/code]).\n"
"[codeblock]\n"
"# Коэффициент интерполяции в приведённом ниже вызове `lerp()` составляет "
"0,75.\n"
@@ -977,7 +991,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -989,14 +1004,15 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Линейно интерполирует между двумя значениями с помощью коэффициента, "
-"определенного в [code]weight[/code]. Для выполнения интерполяции [code]вес[/"
-"code] должен составлять от [code]0.0[/code] до [code]1.0[/code] "
+"определенного в [code]weight[/code]. Для выполнения интерполяции "
+"[code]weight[/code] должен быть между [code]0.0[/code] и [code]1.0[/code] "
"(включительно). Однако значения за пределами этого диапазона разрешены и "
"могут быть использованы для выполнения [i]экстраполяции[/i].\n"
-"Если аргументы [code]от[/code] и [code]до[/code] имеют тип [int] или "
+"Если аргументы [code]from[/code] и [code]to[/code] имеют тип [int] или "
"[float], возвращаемое значение будет [float].\n"
"Если оба значения имеют одинаковый векторный тип ([Vector2], [Vector3] или "
"[Color]), возвращаемое значение будет одного типа ([code]lerp[/code], затем "
@@ -1422,18 +1438,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Печатает трек стека вызовов, работает только если включён отладчик.\n"
-"Вывод в консоли будет выглядеть примерно так:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1714,16 +1729,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"Сопоставляет [code]value[/code] из диапазона [code][istart, istop][/code] в "
-"[code][ostart, ostop][/code].\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # Возвращает 0.5\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1804,7 +1819,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@@ -1832,33 +1846,28 @@ msgstr ""
"Возвращает результат плавной интерполяции значения [code]s[/code] между "
"[code]0[/code] и [code]1[/code], в зависимости от того, где находится "
"[code]s[/code] относительно [code]from[/code] и [code]to[/code].\n"
-"\n"
"Возвращаемое значение равно [code]0[/code], если [code]s <= from[/code] и "
"[code]1[/code], если[code]s >= to[/code]. Если [code]s[/code] находится "
"между [code]from[/code] и [code]to[/code], то возвращаемое значение следует "
"S-образной кривой, которая соответствует значению [code]s[/code] между "
"[code]0[/code] и [code]1[/code].\n"
-"\n"
"S-образная кривая является кубическим эрмитовым сплайном, заданным функцией "
"[code]f(s) = 3*s^2 - 2*s^3[/code].\n"
-"\n"
"[codeblock]\n"
-"smoothstep(0, 2, -5.0) # Returns 0.0\n"
-"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
-"smoothstep(0, 2, 1.0) # Returns 0.5\n"
-"smoothstep(0, 2, 2.0) # Returns 1.0\n"
+"smoothstep(0, 2, -5.0) # Возвращает 0.0\n"
+"smoothstep(0, 2, 0.5) # Возвращает 0.15625\n"
+"smoothstep(0, 2, 1.0) # Возвращает 0.5\n"
+"smoothstep(0, 2, 2.0) # Возвращает 1.0\n"
"[/codeblock]\n"
-"\n"
-"Compared to [method ease] with a curve value of [code]-1.6521[/code], ["
-"method smoothstep] returns the smoothest possible curve with no sudden "
-"changes in the derivative. If you need to perform more advanced transitions, "
-"use [Tween] or [AnimationPlayer].\n"
+"В сравнении с [method ease] со значение кривой [code]-1.6521[/code], [метод "
+"smoothstep] возвращает наиболее плавную кривую без внезапных изменений "
+"производной. Если вам нужно выполнить более продвинутые перемещения, "
+"используйте [Tween] или [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
-"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1"
-".6521) return values[/url]"
+"smoothstep_ease_comparison.png]Сравнение возвращаемых значений smoothstep() "
+"и ease(x, -1.6521)[/url]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
"negative number.\n"
@@ -1878,7 +1887,6 @@ msgstr ""
"Numerics.Complex[/code] в C#."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the position of the first non-zero digit, after the decimal point. "
"Note that the maximum return value is 10, which is a design decision in the "
@@ -1893,16 +1901,12 @@ msgstr ""
"внимание, что максимальное возвращаемое значение – это 10, что является "
"проектным решением при реализации.\n"
"[codeblock]\n"
-"# n равно 0\n"
-"n = step_decimals(5)\n"
-"# n равно 4\n"
-"n = step_decimals(1.0005)\n"
-"# n равно 9\n"
-"n = step_decimals(0.000000005)\n"
+"n = step_decimals(5) # n равно 0\n"
+"n = step_decimals(1.0005) # n равно 4\n"
+"n = step_decimals(0.000000005) # n равно 9\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
"be used to round a floating point number to an arbitrary number of "
@@ -1919,10 +1923,10 @@ msgstr ""
"[codeblock]\n"
"stepify(100, 32) # Возвращает 96\n"
"stepify(3.14159, 0.01) # Возвращает 3.14\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"Смотрите также [method ceil], [method floor], [method round], и [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts one or more arguments of any type to string in the best way "
"possible.\n"
@@ -1933,8 +1937,8 @@ msgid ""
"len(b) # Returns 12\n"
"[/codeblock]"
msgstr ""
-"Преобразует один или более аргументов в строку наилучшим возможным "
-"образом. \n"
+"Преобразует один или несколько аргументов любого типа в строку наилучшим из "
+"возможных способов.\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a);\n"
@@ -1943,7 +1947,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Converts a formatted string that was returned by [method var2str] to the "
"original value.\n"
@@ -1953,8 +1956,8 @@ msgid ""
"print(b[\"a\"]) # Prints 1\n"
"[/codeblock]"
msgstr ""
-"Преобразует форматированную строку, которая была возвращена [method var2str] "
-"в исходное значение.\n"
+"Преобразует форматированную строку, которая была возвращена [методом "
+"var2str] в исходное значение.\n"
"[codeblock]\n"
"a = '{ \"a\": 1, \"b\": 2 }'\n"
"b = str2var(a)\n"
@@ -1974,7 +1977,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic tangent of [code]s[/code].\n"
"[codeblock]\n"
@@ -1985,7 +1987,7 @@ msgstr ""
"Возвращает гиперболический тангенс [code]s[/code].\n"
"[codeblock]\n"
"a = log(2.0) # Возвращает 0.693147\n"
-"tanh(a) # Возвращает 0.6\n"
+"b = tanh(a) # Возвращает 0.6\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -2022,7 +2024,6 @@ msgstr ""
"См. также [JSON] для альтернативного преобразования [Variant] в JSON строку."
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns whether the given class exists in [ClassDB].\n"
"[codeblock]\n"
@@ -2032,7 +2033,7 @@ msgid ""
msgstr ""
"Возвращает, существует ли данный класс в [ClassDB].\n"
"[codeblock]\n"
-"type_exists(\"Sprite2D\") # Возвращает true\n"
+"type_exists(\"Sprite\") # Возвращает true\n"
"type_exists(\"Variant\") # Возвращает false\n"
"[/codeblock]"
@@ -2083,13 +2084,12 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Encodes a variable value to a byte array. When [code]full_objects[/code] is "
"[code]true[/code] encoding objects is allowed (and can potentially include "
"code)."
msgstr ""
-"Кодирует значение переменной в массив байт. Если [code]full_objects[/code] "
+"Кодирует значение переменной в массив байтов. Если [code]full_objects[/code] "
"равен [code]true[/code], кодирование объектов разрешено (и потенциально "
"может включать код)."
@@ -2373,23 +2373,21 @@ msgid "Global scope constants and variables."
msgstr "Константы и переменные глобальной области видимости."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ""
"Global scope constants and variables. This is all that resides in the "
"globals, constants regarding error codes, scancodes, property hints, etc.\n"
"Singletons are also documented here, since they can be accessed from "
"anywhere."
msgstr ""
-"Константы и переменные глобальной области видимости. Всё, что находится в "
-"глобальных переменных, константах, касающихся кодов ошибок, кодов клавиш, "
-"подсказок свойств и др.\n"
-"Здесь также задокументированы синглтоны, поскольку доступ к ним можно "
-"получить из любого места."
+"Константы и переменные глобальной области видимости. Это все, что находится "
+"в глобальной области видимости, константы, касающиеся кодов ошибок, "
+"сканкодов, подсказок свойств и т.д.\n"
+"Синглтоны также документируются здесь, поскольку к ним можно получить доступ "
+"из любой точки."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [ARVRServer] singleton."
-msgstr "Синглтон [XRServer]."
+msgstr "Синглтон [ARVRServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [AudioServer] singleton."
@@ -2408,9 +2406,8 @@ msgid "The [Engine] singleton."
msgstr "Синглтон [Engine]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Geometry] singleton."
-msgstr "Синглтон [Geometry2D]."
+msgstr "Синглтон [Geometry]."
#: doc/classes/@GlobalScope.xml
msgid "The [IP] singleton."
@@ -2449,19 +2446,16 @@ msgid "The [Marshalls] singleton."
msgstr "Синглтон [Marshalls]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Navigation2DServer] singleton."
-msgstr "Синглтон [TranslationServer]."
+msgstr "Синглтон [Navigation2DServer]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationMeshGenerator] singleton."
msgstr "Синглтон [NavigationMeshGenerator]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [NavigationServer] singleton."
-msgstr "Синглтон [TranslationServer]."
+msgstr "Синглтон [NavigationServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [OS] singleton."
@@ -2472,14 +2466,12 @@ msgid "The [Performance] singleton."
msgstr "Синглтон [Performance]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Physics2DServer] singleton."
-msgstr "Синглтон [PhysicsServer2D]."
+msgstr "Синглтон [Physics2DServer]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [PhysicsServer] singleton."
-msgstr "Синглтон [PhysicsServer2D]."
+msgstr "Синглтон [PhysicsServer]."
#: doc/classes/@GlobalScope.xml
msgid "The [ProjectSettings] singleton."
@@ -2494,9 +2486,8 @@ msgid "The [ResourceSaver] singleton."
msgstr "Синглтон [ResourceSaver]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [Time] singleton."
-msgstr "Синглтон [Engine]."
+msgstr "Синглтон [Time]."
#: doc/classes/@GlobalScope.xml
msgid "The [TranslationServer] singleton."
@@ -2507,9 +2498,8 @@ msgid "The [VisualScriptEditor] singleton."
msgstr "Синглтон [VisualScriptEditor]."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "The [VisualServer] singleton."
-msgstr "Синглтон [DisplayServer]."
+msgstr "Синглтон [VisualServer]."
#: doc/classes/@GlobalScope.xml
msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes."
@@ -2553,57 +2543,55 @@ msgid "Bottom-left corner."
msgstr "Нижний левый угол."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ""
"General vertical alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
-"Общее выравнивание по вертикали, обычно используемое для [Separator], "
+"Общее вертикальное выравнивание, обычно используется для [Separator], "
"[ScrollBar], [Slider] и т.д."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid ""
"General horizontal alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
-"Общее выравнивание по горизонтали, обычно используемое для [Separator], "
-"[ScrollBar], [Slider] и др."
+"Общее горизонтальное выравнивание, обычно используется для [Separator], "
+"[ScrollBar], [Slider] и т.д."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Horizontal left alignment, usually for text-derived classes."
-msgstr "Выравнивание по горизонтали слева, обычно для текстовых классов."
+msgstr ""
+"Горизонтальное выравнивание по левому краю, обычно для классов, содержащих "
+"текст."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Horizontal center alignment, usually for text-derived classes."
-msgstr "Выравнивание по центру по горизонтали, обычно для текстовых классов."
+msgstr ""
+"Горизонтальное выравнивание по центру, обычно для классов, содержащих текст."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Horizontal right alignment, usually for text-derived classes."
-msgstr "Выравнивание по горизонтали справа, обычно для текстовых классов."
+msgstr ""
+"Горизонтальное выравнивание по правому краю, обычно для классов, содержащих "
+"текст."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Vertical top alignment, usually for text-derived classes."
-msgstr "Выравнивание по вертикали сверху, обычно для текстовых классов."
+msgstr ""
+"Вертикальное выравнивание сверху, обычно для классов, содержащих текст."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Vertical center alignment, usually for text-derived classes."
-msgstr "Выравнивание по центру по вертикали, обычно для текстовых классов."
+msgstr ""
+"Вертикальное выравнивание по центру, обычно для классов, содержащих текст."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Vertical bottom alignment, usually for text-derived classes."
-msgstr "Выравнивание по вертикали внизу, обычно для текстовых классов."
+msgstr "Вертикальное выравнивание снизу, обычно для классов, содержащих текст."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Scancodes with this bit applied are non-printable."
-msgstr "Коды клавиш с этим битом — не печатаемые."
+msgstr "Сканкоды с таким битом непечатаемые."
#: doc/classes/@GlobalScope.xml
msgid "Escape key."
@@ -2614,9 +2602,8 @@ msgid "Tab key."
msgstr "Клавиша Tab."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Shift+Tab key."
-msgstr "Клавиша Shift + Tab."
+msgstr "Клавиша Shift+Tab."
#: doc/classes/@GlobalScope.xml
msgid "Backspace key."
@@ -2863,12 +2850,10 @@ msgid "Help key."
msgstr "Клавиша помощи."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Left Direction key."
msgstr "Клавиша направления влево."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Right Direction key."
msgstr "Клавиша направления вправо."
@@ -2877,22 +2862,19 @@ msgid ""
"Media back key. Not to be confused with the Back button on an Android device."
msgstr ""
"Мультимедийная клавиша \"Назад\". Не путать с кнопкой \"Назад\" на "
-"устройствах Android"
+"устройствах Android."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Media forward key."
msgstr "Клавиша записи мультимедиа."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Media stop key."
msgstr "Клавиша остановки мультимедиа."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Media refresh key."
-msgstr "Клавиша записи мультимедиа."
+msgstr "Клавиша обновления мультимедиа."
#: doc/classes/@GlobalScope.xml
msgid "Volume down key."
@@ -2911,22 +2893,18 @@ msgid "Bass Boost key."
msgstr "Клавиша усиления низких частот."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Bass up key."
msgstr "Клавиша увеличения басов."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Bass down key."
msgstr "Клавиша уменьшения низких частот."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Treble up key."
msgstr "Клавиша увеличения высоких частот."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Treble down key."
msgstr "Клавиша уменьшения высоких частот."
@@ -2956,12 +2934,10 @@ msgid "Home page key."
msgstr "Клавиша домашней страницы."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Favorites key."
-msgstr "Клавиша избранного."
+msgstr "Клавиша \"Избранное\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Search key."
msgstr "Клавиша поиска."
@@ -4128,42 +4104,59 @@ msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr ""
+"Сообщение MIDI об изменении высоты тона. Это сообщение отправляется для "
+"обозначения изменения питч-бенда ( как правило, колесо или рычаг)."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
+"Эксклюзивное сообщение MIDI системы. Это поведение эксклюзивно для "
+"устройства от которого вы получаете данные. Получение этих данных не "
+"реализовано в Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI сообщение о четверти кадра. Содержит информацию о времени, которая "
+"используется для синхронизации MIDI-устройств. Получение этих данных не "
+"реализовано в Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
+"MIDI сообщение указателя позиции композиции. Дает число 16-ых нот с момента "
+"начала композиции. Получение этих данных не реализовано в Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr ""
+"MIDI сообщение о выборе композиции. Указывает, какая последовательность или "
+"песня должна быть воспроизведена. Получение этих данных не реализовано в "
+"Godot."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr ""
+"MIDI сообщение с запросом на подстройку. При получении запроса на подстройку "
+"все аналоговые синтезаторы должны подстроить свои осцилляторы."
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr ""
+"MIDI сообщение синхронизации времени. Отправляется 24 раза на четверть ноты, "
+"когда требуется синхронизация."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4177,7 +4170,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "MIDI stop message. Stop the current sequence."
-msgstr ""
+msgstr "MIDI сообщение об остановке. Останавливает текущую последовательность."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4186,10 +4179,13 @@ msgid ""
msgstr ""
#: doc/classes/@GlobalScope.xml
+#, fuzzy
msgid ""
"MIDI system reset message. Reset all receivers in the system to power-up "
"status. It should not be sent on power-up itself."
msgstr ""
+"MIDI сообщение о сбросе системы. Сбрасывает все получатели системы до "
+"выключенного статуса. Не должен быть отправлен на включение сам по себе."
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4408,7 +4404,6 @@ msgid "Skip error."
msgstr "Ошибка \"Пропущено\"."
#: doc/classes/@GlobalScope.xml
-#, fuzzy
msgid "Help error."
msgstr "Ошибка справки."
@@ -4645,6 +4640,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "Указывает, что изображение использует сжатие без потерь."
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr "Свойство сериализируется и сохраняется в файле сцены (по умолчанию)."
@@ -4991,10 +5006,8 @@ msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
-#, fuzzy
msgid "Vector math"
-msgstr ""
-"Вектор используемый для 2D математики используя целочисленные координаты."
+msgstr "Векторная математика"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
@@ -5500,8 +5513,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -6264,11 +6276,11 @@ msgstr ""
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
-msgstr ""
+msgstr "Линейная интерполяция."
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
-msgstr ""
+msgstr "Кубическая интерполяция."
#: doc/classes/Animation.xml
msgid "Update between keyframes."
@@ -6330,19 +6342,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -6363,21 +6377,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -6387,9 +6405,10 @@ msgstr "Возвращает [Texture2D] заданного кадра."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6487,7 +6506,7 @@ msgstr ""
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
msgid "AnimationTree"
-msgstr ""
+msgstr "Дерево анимации"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@@ -7041,9 +7060,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -7226,10 +7245,13 @@ msgid ""
msgstr ""
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
+"Воспроизводит анимацию с именем [code]anim[/code]. Если [code]anim[/code] не "
+"указан, воспроизводится текущая анимация."
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
@@ -7520,7 +7542,7 @@ msgstr ""
#: doc/classes/AnimationTree.xml
msgid "Using AnimationTree"
-msgstr ""
+msgstr "Использование дерева анимации"
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
@@ -7950,43 +7972,43 @@ msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Output node."
-msgstr ""
+msgstr "Выходной узел."
#: doc/classes/AnimationTreePlayer.xml
msgid "Animation node."
-msgstr ""
+msgstr "Анимационный узел."
#: doc/classes/AnimationTreePlayer.xml
msgid "OneShot node."
-msgstr ""
+msgstr "Узел OneShot."
#: doc/classes/AnimationTreePlayer.xml
msgid "Mix node."
-msgstr ""
+msgstr "Микс-узел."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend2 node."
-msgstr ""
+msgstr "Узел Blend2."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend3 node."
-msgstr ""
+msgstr "Узел Blend3."
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend4 node."
-msgstr ""
+msgstr "Узел Blend4."
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeScale node."
-msgstr ""
+msgstr "Узел TimeScale."
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeSeek node."
-msgstr ""
+msgstr "Узел TimeSeek."
#: doc/classes/AnimationTreePlayer.xml
msgid "Transition node."
-msgstr ""
+msgstr "Переходный узел."
#: doc/classes/Area.xml
msgid "3D area for detection and physics and audio influence."
@@ -7996,7 +8018,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -8233,7 +8260,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -8666,7 +8698,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8895,8 +8930,12 @@ msgstr ""
"описывает шаг между индексами среза."
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8927,9 +8966,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9015,7 +9058,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9313,6 +9364,19 @@ msgid ""
"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
"controller."
msgstr ""
+"Это вспомогательный пространственный узел, связанный с отслеживанием "
+"контроллеров. Он также предлагает несколько удобных переходов к состоянию "
+"кнопок и т.п. на контроллерах.\n"
+"Контроллеры связаны по их ID. Вы можете создавать узлы контроллеров до того, "
+"как контроллеры станут доступны. Если в вашей игре всегда используются два "
+"контроллера (по одному для каждой руки), вы можете заранее определить "
+"контроллеры с ID 1 и 2; они станут активными, как только контроллеры будут "
+"определены. Если вы ожидаете, что будут использоваться дополнительные "
+"контроллеры, вы должны реагировать на сигналы и добавить узлы ARVRController "
+"в вашу сцену.\n"
+"Положение узла контроллера автоматически обновляется сервером [ARVRServer]. "
+"Это делает данный узел идеальным для добавления дочерних узлов для "
+"визуализации контроллера."
#: doc/classes/ARVRController.xml
msgid ""
@@ -9590,6 +9654,21 @@ msgid ""
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
+"Это специальный узел в системе AR/VR, который отображает физическое "
+"местоположение центра нашего пространства отслеживания на виртуальное "
+"местоположение в нашем игровом мире.\n"
+"В вашей сцене должен быть только один такой узел, и он обязательно должен "
+"быть у вас. Все узлы ARVRCamera, ARVRController и ARVRAnchor должны быть "
+"прямыми дочерними узлами этого узла, чтобы пространственное отслеживание "
+"работало правильно.\n"
+"Именно положение этого узла вы обновляете, когда персонажу нужно "
+"перемещаться по игровому миру, в то время как в реальном мире мы не "
+"движемся. Движение в реальном мире всегда происходит относительно этой "
+"исходной точки.\n"
+"Например, если ваш персонаж управляет автомобилем, узел ARVROrigin должен "
+"быть дочерним узлом этого автомобиля. Или, если вы реализуете систему "
+"телепортации для перемещения персонажа, вы должны изменить положение этого "
+"узла."
#: doc/classes/ARVROrigin.xml
msgid ""
@@ -10132,6 +10211,26 @@ msgid ""
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
+"Возвращает массив с идентификаторами точек, которые образуют путь, найденный "
+"AStar между заданными точками. Массив упорядочен от начальной точки до "
+"конечной точки пути.\n"
+"[codeblock].\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0), 1) # Вес по умолчанию равен 1\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Возвращает [1, 2, 3]\n"
+"[/codeblock].\n"
+"Если изменить вес второй точки на 3, то результатом будет [code][1, 4, 3][/"
+"code], потому что теперь, несмотря на то, что расстояние больше, \"легче\" "
+"пройти через точку 4, чем через точку 2."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10380,6 +10479,22 @@ msgid ""
"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
"when using an AtlasTexture."
msgstr ""
+"Ресурс [Texture], который обрезает одну часть текстуры [member atlas], "
+"определенной [member region]. Основное применение - вырезание текстур из "
+"атласа текстур, который представляет собой большой файл текстуры, содержащий "
+"несколько текстур меньшего размера. Состоит из [Texture] для [member atlas], "
+"[member region], который определяет область [member atlas] для "
+"использования, и [member margin], который определяет ширину границы.\n"
+"[AtlasTexture] не может использоваться в [AnimatedTexture], не может быть "
+"плиточным в узлах, таких как [TextureRect], и не работает должным образом, "
+"если используется внутри других ресурсов [AtlasTexture]. Несколько ресурсов "
+"[AtlasTexture] можно использовать для обрезки нескольких текстур из атласа. "
+"Использование атласа текстур помогает оптимизировать затраты видеопамяти и "
+"вызовы рендеринга по сравнению с использованием нескольких небольших "
+"файлов.\n"
+"[b]Примечание:[/b] AtlasTextures не поддерживают повторение. Флаги [constant "
+"Texture.FLAG_REPEAT] и [constant Texture.FLAG_MIRRORED_REPEAT] игнорируются "
+"при использовании AtlasTexture."
#: doc/classes/AtlasTexture.xml
msgid "The texture that contains the atlas. Can be any [Texture] subtype."
@@ -10422,8 +10537,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -10474,10 +10590,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -10599,6 +10725,21 @@ msgid ""
"- Accentuates transients by using a wider attack, making effects sound more "
"punchy."
msgstr ""
+"Компрессор динамического диапазона уменьшает уровень звука, когда амплитуда "
+"превышает определенный порог в децибелах. Одно из основных назначений "
+"компрессора - увеличение динамического диапазона за счет минимального "
+"клиппирования (когда звук превышает 0 дБ).\n"
+"Компрессор имеет множество применений в миксе:\n"
+"- В мастер-шине для сжатия всего выхода (хотя [AudioEffectLimiter], "
+"вероятно, лучше).\n"
+"- В голосовых каналах для обеспечения их максимально сбалансированного "
+"звучания.\n"
+"- В сайдчейне. Это позволяет снизить уровень звука при боковом подключении к "
+"другой аудиошине для определения порога. Эта техника распространена в "
+"микшировании видеоигр для снижения уровня музыки и SFX во время звучания "
+"голосов.\n"
+"- Подчеркивает переходные процессы за счет более широкой атаки, заставляя "
+"эффекты звучать более напористо."
#: doc/classes/AudioEffectCompressor.xml
msgid ""
@@ -10725,12 +10866,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr "Сила искажения. Значение может варьироваться от 0 до 1."
@@ -11278,7 +11413,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -11439,12 +11579,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -11574,12 +11718,14 @@ msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -11595,6 +11741,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -11735,7 +11896,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -12092,14 +12256,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -12109,22 +12273,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12337,7 +12501,7 @@ msgstr ""
#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
msgid "Currently unused."
-msgstr ""
+msgstr "В настоящее время не используется."
#: doc/classes/BakedLightmap.xml
#, fuzzy
@@ -12798,7 +12962,7 @@ msgstr ""
#: doc/classes/BitMap.xml
msgid "Boolean matrix."
-msgstr ""
+msgstr "Логическая матрица."
#: doc/classes/BitMap.xml
msgid ""
@@ -13161,6 +13325,29 @@ msgid ""
"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
"movement or actions, as [TouchScreenButton] supports multitouch."
msgstr ""
+"Кнопка - это стандартная тематическая кнопка. Она может содержать текст и "
+"иконку, и будет отображать их в соответствии с текущей темой [Theme].\n"
+"[b]Пример создания кнопки и назначения действия при нажатии с помощью кода:[/"
+"b]\n"
+"[codeblock].\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" button.text = \"Нажмите на меня\"\n"
+" button.connect(\"pressed\", self, \"_button_pressed\")\n"
+" add_child(button)\n"
+"\n"
+"func _button_pressed():\n"
+" print(\"Hello world!\")\n"
+"[/codeblock].\n"
+"Кнопки (как и все узлы Control) также могут быть созданы в редакторе, но "
+"некоторые ситуации могут потребовать их создания из кода.\n"
+"См. также [BaseButton], который содержит общие свойства и методы, связанные "
+"с этим узлом.\n"
+"[b]Примечание: Кнопки[/b] не интерпретируют сенсорный ввод и поэтому не "
+"поддерживают мультитач, поскольку эмуляция мыши позволяет нажимать только "
+"одну кнопку в данный момент времени. Используйте [TouchScreenButton] для "
+"кнопок, запускающих движение или действия игрового процесса, поскольку "
+"[TouchScreenButton] поддерживает мультитач."
#: doc/classes/Button.xml doc/classes/Dictionary.xml
#: doc/classes/GridContainer.xml doc/classes/OS.xml
@@ -13428,7 +13615,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -13521,7 +13708,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -13549,9 +13738,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -13634,6 +13823,20 @@ msgid ""
"limits. You can use [method get_camera_screen_center] to get the real "
"position."
msgstr ""
+"Узел камеры для 2D-сцен. Он заставляет экран (текущий слой) прокручиваться "
+"вслед за этим узлом. Это позволяет проще (и быстрее) программировать "
+"прокручиваемые сцены, чем вручную изменять положение узлов на основе "
+"[CanvasItem].\n"
+"Этот узел задуман как простой помощник для быстрого начала работы, но для "
+"изменения работы камеры может потребоваться более широкая функциональность. "
+"Чтобы создать свой собственный узел камеры, наследуйте его от [Node2D] и "
+"измените трансформацию холста, установив [member Viewport.canvas_transform] "
+"в [Viewport] (текущий [Viewport] можно получить с помощью [method Node."
+"get_viewport]).\n"
+"Обратите внимание, что положение узла [Camera2D] [code][/code] не отражает "
+"фактическое положение экрана, которое может отличаться из-за примененного "
+"сглаживания или ограничений. Для получения реального положения можно "
+"использовать [метод get_camera_screen_center]."
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Isometric Demo"
@@ -13950,7 +14153,7 @@ msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Unspecified position."
-msgstr ""
+msgstr "Неуказанная должность."
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the front of the device."
@@ -14058,13 +14261,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -14090,8 +14294,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14407,12 +14613,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14457,8 +14663,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14506,8 +14714,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14569,7 +14780,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -14700,7 +14911,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -15412,17 +15626,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -15731,12 +15945,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -15773,12 +15988,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15830,6 +16046,23 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
+"Цвет, представленный красным, зеленым, синим и альфа-компонентами (RGBA). "
+"Компонент альфа часто используется для непрозрачности. Значения задаются с "
+"плавающей точкой и обычно находятся в диапазоне от 0 до 1. Некоторые "
+"свойства (например, CanvasItem.modulate) могут принимать значения больше 1 "
+"(пересвет или цвета HDR).\n"
+"Вы также можете создать цвет из стандартизированных имен цветов с помощью "
+"[метода @GDScript.ColorN] или непосредственно используя определенные здесь "
+"цветовые константы. Стандартизированный набор цветов основан на [url=https://"
+"en.wikipedia.org/wiki/X11_color_names]именах цветов X11[/url].\n"
+"Если вы хотите задать значения в диапазоне от 0 до 255, вам следует "
+"использовать [метод @GDScript.Color8].\n"
+"[b]Примечание:[/b] В булевом контексте значение Color будет равно "
+"[code]false[/code], если оно равно [code]Color(0, 0, 0, 0, 1)[/code] "
+"(непрозрачный черный). В противном случае значение Color всегда будет равно "
+"[code]true[/code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"color_constants.png]Шпаргалка по константам цвета[/url]"
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "2D GD Paint Demo"
@@ -16112,15 +16345,15 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Aqua color."
-msgstr ""
+msgstr "Цвет аква."
#: doc/classes/Color.xml
msgid "Aquamarine color."
-msgstr ""
+msgstr "Цвет аквамарина."
#: doc/classes/Color.xml
msgid "Azure color."
-msgstr ""
+msgstr "Лазурный цвет."
#: doc/classes/Color.xml
msgid "Beige color."
@@ -16128,7 +16361,7 @@ msgstr "Бежевый цвет."
#: doc/classes/Color.xml
msgid "Bisque color."
-msgstr ""
+msgstr "Цвет бисквита."
#: doc/classes/Color.xml
msgid "Black color."
@@ -16160,7 +16393,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Chartreuse color."
-msgstr ""
+msgstr "Цвет шартрез."
#: doc/classes/Color.xml
msgid "Chocolate color."
@@ -16168,11 +16401,11 @@ msgstr "Шоколадный цвет."
#: doc/classes/Color.xml
msgid "Coral color."
-msgstr ""
+msgstr "Коралловый цвет."
#: doc/classes/Color.xml
msgid "Cornflower color."
-msgstr ""
+msgstr "Васильковый цвет."
#: doc/classes/Color.xml
msgid "Corn silk color."
@@ -16180,11 +16413,11 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Crimson color."
-msgstr ""
+msgstr "Багровый цвет."
#: doc/classes/Color.xml
msgid "Cyan color."
-msgstr ""
+msgstr "Голубой цвет."
#: doc/classes/Color.xml
msgid "Dark blue color."
@@ -16272,7 +16505,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Firebrick color."
-msgstr ""
+msgstr "Кирпичный цвет."
#: doc/classes/Color.xml
msgid "Floral white color."
@@ -16288,7 +16521,7 @@ msgstr "Цвет фуксии."
#: doc/classes/Color.xml
msgid "Gainsboro color."
-msgstr ""
+msgstr "Цвет Гейнсборо."
#: doc/classes/Color.xml
msgid "Ghost white color."
@@ -16300,7 +16533,7 @@ msgstr "Золотой цвет."
#: doc/classes/Color.xml
msgid "Goldenrod color."
-msgstr ""
+msgstr "Золотисто-рыжий цвет."
#: doc/classes/Color.xml
msgid "Gray color."
@@ -16316,7 +16549,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Honeydew color."
-msgstr ""
+msgstr "Цвет медовой росы."
#: doc/classes/Color.xml
msgid "Hot pink color."
@@ -16332,15 +16565,15 @@ msgstr "Цвет индиго."
#: doc/classes/Color.xml
msgid "Ivory color."
-msgstr ""
+msgstr "Цвет слоновой кости."
#: doc/classes/Color.xml
msgid "Khaki color."
-msgstr ""
+msgstr "Цвет хаки."
#: doc/classes/Color.xml
msgid "Lavender color."
-msgstr ""
+msgstr "Цвет лаванды."
#: doc/classes/Color.xml
msgid "Lavender blush color."
@@ -16408,7 +16641,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Lime color."
-msgstr ""
+msgstr "Цвет лайма."
#: doc/classes/Color.xml
msgid "Lime green color."
@@ -16416,15 +16649,15 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Linen color."
-msgstr ""
+msgstr "Цвет льна."
#: doc/classes/Color.xml
msgid "Magenta color."
-msgstr ""
+msgstr "Пурпурный цвет."
#: doc/classes/Color.xml
msgid "Maroon color."
-msgstr ""
+msgstr "Бордовый цвет."
#: doc/classes/Color.xml
msgid "Medium aquamarine color."
@@ -16476,7 +16709,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Moccasin color."
-msgstr ""
+msgstr "Цвет мокасин."
#: doc/classes/Color.xml
msgid "Navajo white color."
@@ -16536,7 +16769,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Peru color."
-msgstr ""
+msgstr "Перуанский цвет."
#: doc/classes/Color.xml
msgid "Pink color."
@@ -16544,7 +16777,7 @@ msgstr "Розовый цвет."
#: doc/classes/Color.xml
msgid "Plum color."
-msgstr ""
+msgstr "Цвет сливы."
#: doc/classes/Color.xml
msgid "Powder blue color."
@@ -16576,7 +16809,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Salmon color."
-msgstr ""
+msgstr "Цвет лосося."
#: doc/classes/Color.xml
msgid "Sandy brown color."
@@ -16592,11 +16825,11 @@ msgstr "Цвет морской раковины."
#: doc/classes/Color.xml
msgid "Sienna color."
-msgstr ""
+msgstr "Цвет сиены."
#: doc/classes/Color.xml
msgid "Silver color."
-msgstr ""
+msgstr "Серебряный цвет."
#: doc/classes/Color.xml
msgid "Sky blue color."
@@ -16612,7 +16845,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Snow color."
-msgstr ""
+msgstr "Цвет снега."
#: doc/classes/Color.xml
msgid "Spring green color."
@@ -16624,19 +16857,19 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Tan color."
-msgstr ""
+msgstr "Цвет загара."
#: doc/classes/Color.xml
msgid "Teal color."
-msgstr ""
+msgstr "Цвет тила."
#: doc/classes/Color.xml
msgid "Thistle color."
-msgstr ""
+msgstr "Цвет чертополоха."
#: doc/classes/Color.xml
msgid "Tomato color."
-msgstr ""
+msgstr "Цвет томатов."
#: doc/classes/Color.xml
msgid "Transparent color (white with no alpha)."
@@ -16644,7 +16877,7 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Turquoise color."
-msgstr ""
+msgstr "Бирюзовый цвет."
#: doc/classes/Color.xml
msgid "Violet color."
@@ -16668,11 +16901,11 @@ msgstr ""
#: doc/classes/Color.xml
msgid "Wheat color."
-msgstr ""
+msgstr "Цвет пшеницы."
#: doc/classes/Color.xml
msgid "White color."
-msgstr ""
+msgstr "Белый цвет."
#: doc/classes/Color.xml
msgid "White smoke color."
@@ -16913,7 +17146,7 @@ msgstr ""
#: doc/classes/ColorRect.xml
msgid "Colored rectangle."
-msgstr ""
+msgstr "Цветной прямоугольник."
#: doc/classes/ColorRect.xml
msgid ""
@@ -16939,8 +17172,31 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
-msgstr ""
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
+msgstr ""
+"Ресурс формы вогнутого многоугольника, который может быть установлен в "
+"[PhysicsBody] или область. Эта форма создается путем подачи списка "
+"треугольников.\n"
+"[b]Примечание:[/b] При использовании для столкновений [ConcavePolygonShape] "
+"предназначен для работы со статическими узлами [PhysicsBody], такими как "
+"[StaticBody], и не будет работать с [KinematicBody] или [RigidBody] с "
+"режимом, отличным от Static.\n"
+"[b]Предупреждение:[/b] Использование этой формы для [Area] (через узел "
+"[CollisionShape], созданный, например. с помощью опции [i]Create Trimesh "
+"Collision Sibling[/i] в меню [i]Mesh[/i], которое появляется при выборе узла "
+"[MeshInstance]) может привести к неожиданным результатам: при использовании "
+"Godot Physics область будет обнаруживать столкновения только с гранями "
+"треугольника в [ConcavePolygonShape] (а не с любой \"внутренней\" частью "
+"формы, например), а при использовании Bullet Physics область вообще не будет "
+"обнаруживать столкновений с вогнутой формой (это известная ошибка)."
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
@@ -16965,8 +17221,27 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
-msgstr ""
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
+msgstr ""
+"Ресурс вогнутой многоугольной 2D формы для физики. Он состоит из сегментов и "
+"оптимален для сложных полигональных вогнутых столкновений. Однако его не "
+"рекомендуется использовать для узлов [RigidBody2D]. Вместо него "
+"рекомендуется использовать CollisionPolygon2D в режиме выпуклого разложения "
+"(твердые тела) или несколько выпуклых объектов. В противном случае для "
+"статических столкновений лучше использовать вогнутую полигональную 2D-"
+"форму.\n"
+"Основное различие между [ConvexPolygonShape2D] и [ConcavePolygonShape2D] "
+"заключается в том, что вогнутый полигон предполагает, что он вогнутый и "
+"использует более сложный метод обнаружения столкновений, а выпуклый "
+"заставляет себя быть выпуклым, чтобы ускорить обнаружение столкновений.\n"
+"[b]Предупреждение:[/b] Использование этой фигуры для [Area2D] (через узел "
+"[CollisionShape2D]) может дать неожиданные результаты: область будет "
+"обнаруживать столкновения только с сегментами в [ConcavePolygonShape2D] (а "
+"не с любой \"внутренней\" частью фигуры, например)."
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
@@ -17426,6 +17701,27 @@ msgid ""
"[member rect_clip_content] or [method _clips_input] enabled.\n"
"[b]Note:[/b] Event position is relative to the control origin."
msgstr ""
+"Виртуальный метод, который должен быть реализован пользователем. Используйте "
+"этот метод для обработки и приема входных данных на элементах "
+"пользовательского интерфейса. См. [метод accept_event].\n"
+"Пример: щелчок по элементу управления.\n"
+"[codeblock].\n"
+"func _gui_input(event):\n"
+" if event is InputEventMouseButton:\n"
+" if event.button_index == BUTTON_LEFT and event.pressed:\n"
+" print(\"На меня нажали D:\")\n"
+"[/codeblock].\n"
+"Событие не сработает, если:\n"
+"* щелчок вне элемента управления (см. [метод has_point]);\n"
+"* у элемента управления [member mouse_filter] установлено значение [constant "
+"MOUSE_FILTER_IGNORE];\n"
+"* элемент управления загорожен другим [Control] сверху, у которого [member "
+"mouse_filter] не установлен на [constant MOUSE_FILTER_IGNORE];\n"
+"* родитель элемента управления имеет [member mouse_filter], установленный на "
+"[constant MOUSE_FILTER_STOP] или принял событие;\n"
+"* событие происходит вне прямоугольника родителя, и у родителя включен [член "
+"rect_clip_content] или [метод _clips_input].\n"
+"[b]Примечание:[/b] Положение события относительно начала элемента управления."
#: doc/classes/Control.xml
msgid ""
@@ -17551,6 +17847,27 @@ msgid ""
"$MyButton.add_stylebox_override(\"normal\", null)\n"
"[/codeblock]"
msgstr ""
+"Создает локальное переопределение для темы [StyleBox] с указанным "
+"[code]именем[/code] . Локальные переопределения всегда имеют приоритет при "
+"получении элементов темы для элемента управления.\n"
+"[b]Примечание:[/b] Переопределение можно удалить, присвоив ему значение "
+"[code]null[/code]. Это поведение устарело и будет удалено в версии 4.0, "
+"используйте [метод remove_stylebox_override] вместо этого.\n"
+"См. также [метод get_stylebox].\n"
+"[b]Пример изменения свойства в StyleBox путем его дублирования:[/b]\n"
+"[codeblock]\n"
+"# В приведенном ниже фрагменте предполагается, что дочернему узлу MyButton "
+"назначен StyleBoxFlat.\n"
+"# Ресурсы разделяются между экземплярами, поэтому нам нужно продублировать "
+"его.\n"
+"# чтобы избежать изменения внешнего вида всех остальных кнопок.\n"
+"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
+"new_stylebox_normal.border_width_top = 3\n"
+"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
+"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
+"# Удалите переопределение стилей.\n"
+"$MyButton.add_stylebox_override(\"normal\", null)\n"
+"[/codeblock]."
#: doc/classes/Control.xml
msgid ""
@@ -17783,7 +18100,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18257,6 +18576,27 @@ msgid ""
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/codeblock]"
msgstr ""
+"Изменяет текст всплывающей подсказки. Подсказка появляется, когда курсор "
+"мыши пользователя простаивает над этим элементом управления в течение "
+"нескольких мгновений, при условии, что свойство [member mouse_filter] не "
+"является [constant MOUSE_FILTER_IGNORE]. Вы можете изменить время, "
+"необходимое для появления всплывающей подсказки с помощью опции [code]gui/"
+"timers/tooltip_delay_sec[/code] в Настройках проекта.\n"
+"Всплывающая подсказка будет использовать либо реализацию по умолчанию, либо "
+"пользовательскую, которую вы можете создать, переопределив [метод "
+"_make_custom_tooltip]. Всплывающая подсказка по умолчанию включает "
+"[PopupPanel] и [Label], свойства темы которых можно настроить с помощью "
+"методов [Theme] с [code]\"TooltipPanel\"[/code] и [code]\"TooltipLabel\"[/"
+"code] соответственно. Например:\n"
+"[codeblock]\n"
+"var style_box = StyleBoxFlat.new()\n"
+"style_box.set_bg_color(Color(1, 1, 0))\n"
+"style_box.set_border_width_all(2)\n"
+"# Здесь мы предполагаем, что свойству `theme` была предварительно назначена "
+"пользовательская тема.\n"
+"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
+"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
+"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
@@ -18377,6 +18717,22 @@ msgid ""
"[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
"rect_scale] property."
msgstr ""
+"Масштаб узла относительно его [member rect_size]. Измените это свойство, "
+"чтобы изменить масштаб узла относительно его [член rect_pivot_offset]. "
+"Масштаб [member hint_tooltip] элемента управления также будет изменяться в "
+"соответствии с этим значением.\n"
+"[b]Примечание:[/b] Это свойство в основном предназначено для использования в "
+"целях анимации. Текст внутри элемента управления будет выглядеть "
+"пикселированным или размытым при масштабировании элемента управления. Для "
+"поддержки нескольких разрешений в вашем проекте используйте соответствующий "
+"режим растяжения видового экрана, как описано в [url=$DOCS_URL/tutorials/"
+"rendering/multiple_resolutions.html]документации[/url] вместо "
+"масштабирования Controls по отдельности.\n"
+"[b]Примечание:[/b] Если узел Control является дочерним узлом узла "
+"[Container], масштаб будет сброшен на [code]Vector2(1, 1)[/code] при "
+"инстансировании сцены. Чтобы установить масштаб элемента управления при его "
+"инстанцировании, подождите один кадр, используя [code]yield(get_tree(), "
+"\"idle_frame\")[/code], а затем установите его свойство [member rect_scale]."
#: doc/classes/Control.xml
msgid ""
@@ -19645,6 +20001,43 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
+"Класс Crypto позволяет вам получить доступ к некоторым более продвинутым "
+"криптографическим функциям в Godot.\n"
+"На данный момент это генерация криптографически безопасных случайных байтов, "
+"генерация RSA-ключей и самоподписанных сертификатов X509, шифрование/"
+"дешифрование асимметричных ключей, а также подписание/верификация.\n"
+"[codeblock].\n"
+"расширяет Node\n"
+"\n"
+"var crypto = Crypto.new()\n"
+"var key = CryptoKey.new()\n"
+"var cert = X509Certificate.new()\n"
+"\n"
+"func _ready():\n"
+" # Генерируем новый RSA-ключ.\n"
+" key = crypto.generate_rsa(4096)\n"
+" # Генерируем новый самоподписанный сертификат с заданным ключом.\n"
+" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
+"O=My Game Company,C=IT\")\n"
+" # Сохраните ключ и сертификат в папке пользователя.\n"
+" key.save(\"user://generated.key\")\n"
+" cert.save(\"user://generated.crt\")\n"
+" # Шифрование\n"
+" var data = \"Некоторые данные\"\n"
+" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
+" # Расшифровка\n"
+" var decrypted = crypto.decrypt(key, encrypted)\n"
+" # Подписание\n"
+" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), key)\n"
+" # Проверка\n"
+" verified = crypto.verify(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), signature, key)\n"
+" # Проверяет\n"
+" assert(verified)\n"
+" assert(data.to_utf8() == decrypted)\n"
+"[/codeblock].\n"
+"[b]Примечание:[/b] Недоступно в экспорте HTML5."
#: doc/classes/Crypto.xml
msgid ""
@@ -19793,7 +20186,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
#: modules/csg/doc_classes/CSGTorus.xml
msgid "Prototyping levels with CSG"
-msgstr ""
+msgstr "Прототипирование уровней с помощью CSG"
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
@@ -19831,6 +20224,19 @@ msgid ""
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
+"Для сложного расположения фигур иногда требуется добавить структуру в узлы "
+"CSG. Узел CSGCombiner позволяет создать такую структуру. Узел инкапсулирует "
+"результат операций CSG своих дочерних узлов. Таким образом, можно выполнить "
+"операции над одним набором фигур, которые являются дочерними элементами "
+"одного узла CSGCombiner, и ряд отдельных операций над вторым набором фигур, "
+"которые являются дочерними элементами второго узла CSGCombiner, а затем "
+"выполнить операцию, которая использует эти два конечных результата в "
+"качестве входных данных для создания окончательной фигуры.\n"
+"[b]Примечание:[/b] CSG-узлы предназначены для использования при создании "
+"прототипов уровней. Создание CSG-узлов требует значительных затрат "
+"процессора по сравнению с созданием [MeshInstance] с [PrimitiveMesh]. "
+"Перемещение узла CSG внутри другого узла CSG также требует значительных "
+"затрат процессора, поэтому этого следует избегать во время игрового процесса."
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "A CSG Cylinder shape."
@@ -20542,7 +20948,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -20691,16 +21099,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -20846,18 +21255,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Возвращает арксинус параметра."
@@ -21043,6 +21440,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "Высота цилиндра."
@@ -21089,7 +21494,7 @@ msgstr ""
#: doc/classes/Dictionary.xml
msgid "Dictionary type."
-msgstr ""
+msgstr "Тип словаря."
#: doc/classes/Dictionary.xml
msgid ""
@@ -23261,6 +23666,25 @@ msgid ""
" return state\n"
"[/codeblock]"
msgstr ""
+"Переопределите этот метод, чтобы предоставить данные состояния, которые вы "
+"хотите сохранить, например, положение вида, настройки сетки, сворачивание и "
+"т.д. Эти данные используются при сохранении сцены (чтобы состояние "
+"сохранялось при ее повторном открытии) и при переключении вкладок (чтобы "
+"состояние можно было восстановить при возврате на вкладку). Эти данные "
+"автоматически сохраняются для каждой сцены в файле [code]editstate[/code] в "
+"папке метаданных редактора. Если вы хотите сохранить глобальные (независимые "
+"от сцены) данные редактора для вашего плагина, вы можете использовать [метод "
+"get_window_layout] вместо этого.\n"
+"Используйте [method set_state] для восстановления сохраненного состояния.\n"
+"[b]Примечание:[/b] Этот метод не следует использовать для сохранения важных "
+"настроек, которые должны сохраняться в проекте.\n"
+"[b]Примечание:[/b] Для корректного сохранения и восстановления состояния "
+"необходимо реализовать [метод get_plugin_name].\n"
+"[codeblock].\n"
+"func get_state():\n"
+" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
+" return state\n"
+"[/codeblock]"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -23811,6 +24235,33 @@ msgid ""
"- Binary format in FBX 2017\n"
"[/codeblock]"
msgstr ""
+"Это импортер 3D-активов FBX с полной поддержкой большинства функций FBX.\n"
+"При экспорте FBX-сцены из Autodesk Maya используйте эти настройки экспорта "
+"FBX:\n"
+"[codeblock]\n"
+"- Группы сглаживания\n"
+"- Сгладить сетку\n"
+"- Triangluate (для сеток с формами смешения)\n"
+"- Запечь анимацию\n"
+"- Повторная выборка\n"
+"- Деформированные модели\n"
+"- Скины\n"
+"- Фигуры наложения\n"
+"- Фильтры кривых\n"
+"- Уменьшитель постоянного ключа\n"
+"- Только автоматические касательные\n"
+"- Не отмечайте *Не отмечайте* Constraints (так как это приведет к поломке "
+"файла)\n"
+"- Можно установить флажок Embed Media (встраивает текстуры в экспортируемый "
+"FBX-файл).\n"
+" - Обратите внимание, что при импорте встроенной среды текстура и сетка "
+"будут одним неизменяемым файлом.\n"
+" - Вам придется повторно экспортировать и повторно импортировать FBX, если "
+"текстура изменилась.\n"
+"- Единицы измерения: Сантиметры\n"
+"- Ось вверх: Y\n"
+"- Двоичный формат в FBX 2017\n"
+"[/codeblock]."
#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
msgid ""
@@ -23889,7 +24340,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24936,6 +25390,27 @@ msgid ""
"Effects\" by default. It improves the performance on mobile devices, but at "
"the same time affects the screen display on mobile devices."
msgstr ""
+"Ресурс для узлов окружения (например, [WorldEnvironment]), которые "
+"определяют несколько операций с окружением (например, фон [Sky] или [Color], "
+"окружающий свет, туман, глубина резкости...). Эти параметры влияют на "
+"конечный рендеринг сцены. Порядок этих операций следующий:\n"
+"- Размытие глубины резкости\n"
+"- Свечение\n"
+"- Тоновая карта (автоэкспозиция)\n"
+"- Корректировки\n"
+"Если для целевого [Viewport] установлено значение \"2D без выборки\", все "
+"эффекты постобработки будут недоступны. При установке \"3D без эффектов\" "
+"следующие опции будут недоступны:\n"
+"- Ssao\n"
+"- Ss Reflections\n"
+"Это можно настроить для корневого вьюпорта с помощью [member ProjectSettings."
+"rendering/quality/intended_usage/framebuffer_allocation] или для "
+"определенных вьюпортов с помощью свойства [member Viewport.usage].\n"
+"Обратите внимание, что [member ProjectSettings.rendering/quality/"
+"intended_usage/framebuffer_allocation] имеет переопределение для мобильных "
+"платформ, чтобы использовать \"3D без эффектов\" по умолчанию. Это улучшает "
+"производительность на мобильных устройствах, но в то же время влияет на "
+"отображение экрана на мобильных устройствах."
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
#, fuzzy
@@ -25796,8 +26271,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -26331,6 +26810,22 @@ msgid ""
"the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] "
"methods instead of [code]==[/code] to compare [float] values for equality."
msgstr ""
+"Встроенный тип [float] - это 64-битное число с плавающей точкой двойной "
+"точности, эквивалентное [code]double[/code] в C++. Этот тип имеет 14 "
+"надежных десятичных цифр точности. Тип [float] может храниться в [Variant], "
+"который является общим типом, используемым движком. Максимальное значение "
+"[float] приблизительно равно [code]1.79769e308[/code], а минимальное - "
+"приблизительно [code]-1.79769e308[/code].\n"
+"Большинство методов и свойств в движке используют 32-битные числа с "
+"плавающей точкой одинарной точности, эквивалентные [code]float[/code] в C++, "
+"которые имеют 6 надежных десятичных цифр точности. Для структур данных, "
+"таких как [Vector2] и [Vector3], Godot использует 32-битные числа с "
+"плавающей точкой.\n"
+"Математика, выполняемая с использованием типа [float], не гарантирует "
+"точности или детерминированности, и часто будет приводить к небольшим "
+"ошибкам. Обычно для сравнения значений [float] на равенство следует "
+"использовать методы [method @GDScript.is_equal_approx] и [method @GDScript."
+"is_zero_approx] вместо [code]==[/code]."
#: doc/classes/float.xml
msgid "Wikipedia: Double-precision floating-point format"
@@ -26402,6 +26897,22 @@ msgid ""
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
+"Шрифт содержит набор символов, совместимый с Unicode, а также возможность "
+"рисовать его с переменной шириной, подъемом, спуском и кернингом. О создании "
+"шрифтов из файлов TTF (или других форматов шрифтов) см. раздел \"Поддержка "
+"шрифтов редактором\".\n"
+"[b]Примечание:[/b] Если [DynamicFont] не содержит символ, используемый в "
+"строке, то данный символ будет заменен кодовой точкой [code]0xfffd[/code], "
+"если она доступна в [DynamicFont]. Если этот заменяющий символ недоступен в "
+"DynamicFont, символ будет скрыт без отображения заменяющего символа в "
+"строке.\n"
+"[b]Примечание:[/b] Если [BitmapFont] не содержит символ, используемый в "
+"строке, то данный символ будет скрыт без отображения заменяющего символа в "
+"строке.\n"
+"[b]Примечание:[/b] Символы Юникода после [code]0xffff[/code] (например, "
+"большинство эмодзи) [i]не[/i] поддерживаются в Windows. Вместо этого они "
+"будут отображаться как неизвестные символы. Эта проблема будет решена в "
+"версии Godot 4.0."
#: doc/classes/Font.xml
msgid ""
@@ -26419,7 +26930,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -27330,6 +27843,29 @@ msgid ""
"150), Vector2(50, 150)]\n"
"[/codeblock]"
msgstr ""
+"Раздувает или сдувает [code]многоугольник[/code] на [code]дельту[/code] "
+"единиц (пикселей). Если [code]дельта[/code] положительна, полигон "
+"увеличивается наружу. Если [code]дельта[/code] отрицательна, полигон "
+"уменьшается внутрь. Возвращает массив полигонов, так как при раздувании/"
+"сжатии может получиться несколько дискретных полигонов. Возвращает пустой "
+"массив, если [code]delta[/code] отрицательна и ее абсолютное значение "
+"приблизительно превышает минимальные размеры ограничивающего прямоугольника "
+"многоугольника.\n"
+"Вершины каждого многоугольника будут округлены в соответствии с типом "
+"[code]join_type[/code], см. [enum PolyJoinType].\n"
+"В результате операции может быть получен внешний многоугольник (граница) и "
+"внутренний многоугольник (отверстие), которые можно отличить, вызвав [метод "
+"is_polygon_clockwise].\n"
+"[b]Примечание:[/b] Для специального перевода вершин многоугольника "
+"используйте метод [method Transform2D.xform]:\n"
+"[codeblock].\n"
+"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
+"100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset).xform(polygon)\n"
+"print(polygon) # печатает [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
+"150), Vector2(50, 150)]\n"
+"[/codeblock]"
#: doc/classes/Geometry.xml
msgid ""
@@ -27711,6 +28247,23 @@ msgid ""
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
+"Запекает эффект из всех [GeometryInstance]ов, помеченных [member "
+"GeometryInstance.use_in_baked_light] и [Light]ов, помеченных либо [constant "
+"Light.BAKE_INDIRECT], либо [constant Light.BAKE_ALL]. Если "
+"[code]create_visual_debug[/code] равен [code]true[/code], то после запекания "
+"света будет сгенерирован [MultiMesh], который имеет куб, представляющий "
+"каждую твердую ячейку, причем каждый куб окрашен в цвет альбедо ячейки. Это "
+"можно использовать для визуализации данных [GIProbe] и отладки любых "
+"проблем, которые могут возникнуть.\n"
+"[b]Примечание:[/b] [method bake] работает как в редакторе, так и в "
+"экспортированных проектах. Это делает его подходящим для процедурно "
+"генерируемых или пользовательских уровней. Запекание [GIProbe] обычно "
+"занимает от 5 до 20 секунд в большинстве сцен. Уменьшение [member subdiv] "
+"может ускорить запекание.\n"
+"[b]Примечание:[/b] [GeometryInstance]ы и [Light]ы должны быть полностью "
+"готовы до вызова [метода bake]. Если вы создаете их процедурно и некоторые "
+"сетки или освещение отсутствуют в вашем запекаемом [GIProbe], используйте "
+"[code]call_deferred(\"bake\")[/code] вместо прямого вызова [метода bake]."
#: doc/classes/GIProbe.xml
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
@@ -28012,10 +28565,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28075,7 +28631,7 @@ msgstr ""
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
-msgstr ""
+msgstr "Текстура с градиентным заполнением."
#: doc/classes/GradientTexture.xml
msgid ""
@@ -28839,6 +29395,21 @@ msgid ""
"light not affect the first layer, the whole GridMap won't be lit by the "
"light in question."
msgstr ""
+"GridMap позволяет размещать сетки на сетке в интерактивном режиме. Она "
+"работает как из редактора, так и из скриптов, что может помочь вам создать "
+"внутриигровые редакторы уровней.\n"
+"GridMap использует [MeshLibrary], которая содержит список плиток. Каждая "
+"плитка - это сетка с материалами и дополнительными фигурами столкновений и "
+"навигации.\n"
+"GridMap содержит коллекцию ячеек. Каждая ячейка сетки ссылается на тайл в "
+"[MeshLibrary]. Все ячейки в карте имеют одинаковые размеры.\n"
+"Внутри карта GridMap разбивается на разреженную коллекцию октантов для "
+"эффективного рендеринга и обработки физики. Каждый октант имеет одинаковые "
+"размеры и может содержать несколько ячеек.\n"
+"[b]Примечание:[/b] GridMap не расширяет [VisualInstance] и поэтому не может "
+"быть скрыт или замаскирован на основе [member VisualInstance.layers]. Если "
+"сделать так, чтобы свет не влиял на первый слой, то вся GridMap не будет "
+"освещена данным светом."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
@@ -29063,6 +29634,33 @@ msgid ""
" printt(res.hex_encode(), Array(res))\n"
"[/codeblock]"
msgstr ""
+"Класс HashingContext предоставляет интерфейс для вычисления "
+"криптографических хэшей за несколько итераций. Это полезно, например, при "
+"вычислении хэшей больших файлов (чтобы не загружать их все в память), "
+"сетевых потоков и потоков данных в целом (чтобы не держать буферы).\n"
+"Перечисление [enum HashType] показывает поддерживаемые алгоритмы "
+"хэширования.\n"
+"[codeblock]\n"
+"const CHUNK_SIZE = 1024\n"
+"\n"
+"func hash_file(path):\n"
+" var ctx = HashingContext.new()\n"
+" var file = File.new()\n"
+" # Запустите контекст SHA-256.\n"
+" ctx.start(HashingContext.HASH_SHA256)\n"
+" # Проверьте, существует ли файл.\n"
+" if not file.file_exists(path):\n"
+" return\n"
+" # Открываем файл для хэширования.\n"
+" file.open(path, File.READ)\n"
+" # Обновляем контекст после чтения каждого чанка.\n"
+" while not file.eof_reached():\n"
+" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
+" # Получение вычисленного хэша.\n"
+" var res = ctx.finish()\n"
+" # Выведите результат в виде шестнадцатеричной строки и массива.\n"
+" printt(res.hex_encode(), Array(res))\n"
+"[/codeblock]."
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
@@ -29348,7 +29946,7 @@ msgstr ""
#: doc/classes/HSeparator.xml
msgid "Horizontal separator."
-msgstr ""
+msgstr "Горизонтальный разделитель."
#: doc/classes/HSeparator.xml
msgid ""
@@ -29368,7 +29966,7 @@ msgstr ""
#: doc/classes/HSlider.xml
msgid "Horizontal slider."
-msgstr ""
+msgstr "Горизонтальный слайдер."
#: doc/classes/HSlider.xml
msgid ""
@@ -29439,8 +30037,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30300,6 +30898,22 @@ msgid ""
"url] for more details). As a workaround, you can send data as a query string "
"in the URL. See [method String.http_escape] for an example."
msgstr ""
+"Создает запрос на базовом [HTTPClient]. Если нет ошибок конфигурации, "
+"пытается подключиться, используя [метод HTTPClient.connect_to_host] и "
+"передает параметры в [метод HTTPClient.request].\n"
+"Возвращает [constant OK], если запрос успешно создан. (Это не означает, что "
+"сервер ответил), [константа ERR_UNCONFIGURED], если не находится в дереве, "
+"[константа ERR_BUSY], если все еще обрабатывает предыдущий запрос, "
+"[константа ERR_INVALID_PARAMETER], если заданная строка не является "
+"правильным форматом URL, или [константа ERR_CANT_CONNECT], если не "
+"используется поток и [HTTPClient] не может соединиться с хостом.\n"
+"[b]Примечание:[/b] Если [code]метод[/code] является [constant HTTPClient."
+"METHOD_GET], полезная нагрузка, отправленная через [code]request_data[/"
+"code], может быть проигнорирована сервером или даже привести к отклонению "
+"запроса (подробнее см. [url=https://datatracker.ietf.org/doc/html/"
+"rfc7231#section-4.3.1]RFC 7231 раздел 4.3.1[/url]). В качестве обходного "
+"пути вы можете отправить данные в виде строки запроса в URL. Пример см. в "
+"[method String.http_escape]."
#: doc/classes/HTTPRequest.xml
msgid ""
@@ -30415,7 +31029,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Image datatype."
-msgstr ""
+msgstr "Тип данных изображения."
#: doc/classes/Image.xml
msgid ""
@@ -31744,11 +32358,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31780,6 +32397,19 @@ msgid ""
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
+"Если [code]true[/code], аналогичные входные события, посылаемые операционной "
+"системой, накапливаются. Когда накопление входных данных включено, все "
+"входные события, генерируемые в течение кадра, будут объединены и выданы "
+"после завершения рендеринга кадра. Таким образом, это ограничивает "
+"количество вызовов метода ввода в секунду до FPS рендеринга.\n"
+"Накопление ввода можно отключить, чтобы получить немного более точный/"
+"реактивный ввод ценой увеличения загрузки процессора. В приложениях, где "
+"требуется рисовать линии от руки, накопление ввода обычно отключается на "
+"время рисования линии пользователем, чтобы получить результаты, точно "
+"соответствующие реальному вводу.\n"
+"[b]Примечание:[/b] Накопление ввода [i]включено[/i] по умолчанию. "
+"Рекомендуется держать его включенным в играх, которые не требуют очень "
+"реактивного ввода, так как это снизит нагрузку на процессор."
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
@@ -31915,7 +32545,7 @@ msgstr ""
#: doc/classes/InputEvent.xml
msgid "InputEvent"
-msgstr ""
+msgstr "InputEvent"
#: doc/classes/InputEvent.xml
msgid ""
@@ -32597,7 +33227,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -32609,6 +33243,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32642,6 +33286,25 @@ msgid ""
"print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
"[/codeblock]"
msgstr ""
+"Знаковый 64-битный целочисленный тип.\n"
+"Он может принимать значения в интервале [code][-2^63, 2^63 - 1][/code], т.е. "
+"[code][-9223372036854775808, 9223372036854775807][/code]. Превышение этих "
+"границ будет обернуто.\n"
+"[int] является типом [Variant], и поэтому будет использоваться при "
+"присвоении целочисленного значения [Variant]. Он также может быть применен с "
+"помощью подсказки типа [code]: int[/code].\n"
+"[codeblock].\n"
+"var my_variant = 0 # int, значение 0.\n"
+"my_variant += 4.2 # float, значение 4.2.\n"
+"var my_int: int = 1 # int, значение 1.\n"
+"my_int = 4.2 # int, значение 4, правое значение неявно приводится к int.\n"
+"my_int = int(\"6.7\") # int, значение 6, строка явно приводится к int.\n"
+"\n"
+"var max_int = 9223372036854775807\n"
+"print(max_int) # 9223372036854775807, OK.\n"
+"max_int += 1\n"
+"print(max_int) # -9223372036854775808, мы переполнились и обернулись.\n"
+"[/codeblock]"
#: doc/classes/int.xml
msgid ""
@@ -33403,6 +34066,41 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] Only available in the HTML5 platform."
msgstr ""
+"JavaScriptObject используется для взаимодействия с объектами JavaScript, "
+"полученными или созданными с помощью [метода JavaScript.get_interface], "
+"[метода JavaScript.create_object] или [метода JavaScript.create_callback].\n"
+"Пример:\n"
+"[codeblock]\n"
+"расширяет Node\n"
+"\n"
+"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # Эта "
+"ссылка должна быть сохранена\n"
+"var console = JavaScript.get_interface(\"console\")\n"
+"\n"
+"func _init():\n"
+" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # новый "
+"ArrayBuffer(10)\n"
+" print(buf) # печатает [JavaScriptObject:OBJECT_ID]\n"
+" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # новый "
+"Uint8Array(buf)\n"
+" uint8arr[1] = 255\n"
+" prints(uint8arr[1], uint8arr.byteLength) # печатает 255 10\n"
+" console.log(uint8arr) # печатает в консоли браузера \"Uint8Array(10) "
+"[ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]\"\n"
+"\n"
+" # Эквивалент JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
+" JavaScript.get_interface(\"Array\").from(uint8arr)."
+"forEach(_my_js_callback)\n"
+"\n"
+"func myCallback(args):\n"
+" # Будет вызван с параметрами, переданными в обратный вызов \"forEach\".\n"
+" # [0, 0, [JavaScriptObject:1173]]\n"
+" # [255, 1, [JavaScriptObject:1173]]\n"
+" # ...\n"
+" # [0, 9, [JavaScriptObject:1180]]\n"
+" print(args)\n"
+"[/codeblock].\n"
+"[b]Примечание:[/b] Доступно только в платформе HTML5."
#: doc/classes/JNISingleton.xml
msgid ""
@@ -33592,7 +34290,6 @@ msgid ""
msgstr ""
#: doc/classes/JSONParseResult.xml
-#, fuzzy
msgid ""
"A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the "
"[code]is[/code] keyword to check if it is what you expect. For example, if "
@@ -33614,25 +34311,25 @@ msgid ""
" push_error(\"Unexpected results.\")\n"
"[/codeblock]"
msgstr ""
-"Переменная ([Variant]), содержащая разобранный JSON. Используйте [method "
-"@GDScript.typeof] или ключевое слово [code]is[/code] чтобы проверить "
-"ожидаемый тип. Например, если исходный JSON начинается с фигурных скобок "
-"([code]{}[/code]), будет возвращён словарь ([Dictionary]). Если исходный "
-"JSON начинается с квадратных скобок ([code][][/code]), будет возвращён "
-"массив ([Array]).\n"
-"[b]Примечание:[/b] Спецификация JSON не определяет типы integer и float, "
-"только тип[i]number[/i]. Таким образом, при разборе строки JSON все числовые "
-"значения будут преобразованы в тип [float].\n"
-"[b]Примечание:[/b] JSON-объекты не сохраняют порядок ключей как словари "
-"Godot, поэтому вы не должны полагаться на порядок следования ключей, если "
-"словарь получен из JSON. Массивы JSON, напротив, сохраняют порядок своих "
-"элементов:\n"
-"[codeblock]\n"
+"Вариант [Variant], содержащий разобранный JSON. Используйте [method "
+"@GDScript.typeof] или ключевое слово [code]is[/code], чтобы проверить, "
+"является ли это тем, что вы ожидаете. Например, если источник JSON "
+"начинается с фигурных скобок ([code]{}[/code]), будет возвращен [Словарь]. "
+"Если источник JSON начинается со скобок ([code][][/code]), будет возвращен "
+"[Массив].\n"
+"[b]Примечание:[/b] В спецификации JSON не определены типы integer или float, "
+"а только тип [i]number[/i]. Поэтому при разборе текста JSON все числовые "
+"значения будут преобразованы в типы [float].\n"
+"[b]Примечание:[/b] Объекты JSON не сохраняют порядок ключей, как словари "
+"Godot, поэтому не следует полагаться на то, что ключи будут расположены в "
+"определенном порядке, если словарь построен из JSON. Напротив, массивы JSON "
+"сохраняют порядок своих элементов:\n"
+"[codeblock].\n"
"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
"if typeof(p.result) == TYPE_ARRAY:\n"
-" print(p.result[0]) # Выведет \"hello\"\n"
+" print(p.result[0]) # Печатает \"hello\".\n"
"else:\n"
-" push_error(\"Неожиданный результат.\")\n"
+" push_error(\"Неожиданные результаты.\")\n"
"[/codeblock]"
#: doc/classes/JSONRPC.xml
@@ -33727,6 +34424,21 @@ msgid ""
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
+"Кинематические тела - это особые типы тел, которые предназначены для "
+"управления пользователем. На них вообще не влияет физика; для других типов "
+"тел, таких как персонаж или жесткое тело, это то же самое, что и статическое "
+"тело. Однако у них есть два основных применения:\n"
+"[b]Имитация движения:[/b] Когда эти тела перемещаются вручную, либо из кода, "
+"либо из [AnimationPlayer] (с [member AnimationPlayer.playback_process_mode], "
+"установленным на \"physics\"), физика автоматически вычисляет оценку их "
+"линейной и угловой скорости. Это делает их очень полезными для движущихся "
+"платформ или других объектов, управляемых AnimationPlayer (например, дверь, "
+"открывающийся мост и т.д.).\n"
+"[b]Кинематические персонажи:[/b] KinematicBody также имеет API для "
+"перемещения объектов (методы [method move_and_collide] и [method "
+"move_and_slide]) при выполнении тестов на столкновения. Это делает их "
+"действительно полезными для реализации персонажей, которые сталкиваются с "
+"миром, но не требуют продвинутой физики."
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Kinematic character (2D)"
@@ -33980,6 +34692,21 @@ msgid ""
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
+"Кинематические тела - это особые типы тел, которые предназначены для "
+"управления пользователем. На них вообще не влияет физика; для других типов "
+"тел, таких как персонаж или жесткое тело, это то же самое, что и статическое "
+"тело. Однако у них есть два основных применения:\n"
+"[b]Имитация движения:[/b] Когда эти тела перемещаются вручную, либо из кода, "
+"либо из [AnimationPlayer] (с [member AnimationPlayer.playback_process_mode], "
+"установленным на \"physics\"), физика автоматически вычисляет оценку их "
+"линейной и угловой скорости. Это делает их очень полезными для движущихся "
+"платформ или других объектов, управляемых AnimationPlayer (например, дверь, "
+"открывающийся мост и т.д.).\n"
+"[b]Кинематические персонажи:[/b] KinematicBody2D также имеет API для "
+"перемещения объектов (методы [method move_and_collide] и [method "
+"move_and_slide]) при выполнении тестов на столкновения. Это делает их "
+"действительно полезными для реализации персонажей, которые сталкиваются с "
+"миром, но не требуют продвинутой физики."
#: doc/classes/KinematicBody2D.xml
msgid "Using KinematicBody2D"
@@ -34669,7 +35396,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -35006,14 +35735,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -35021,22 +35750,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Возвращает количество дорожек в анимации."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/Line2D.xml
msgid ""
@@ -36316,8 +37049,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -36362,7 +37099,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -36617,9 +37357,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -37080,7 +37820,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -37985,6 +38727,7 @@ msgid "3D agent used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationAgent.xml
+#, fuzzy
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -37998,8 +38741,26 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
-msgstr ""
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
+msgstr ""
+"3D-агент, который используется в навигации для достижения местоположения, "
+"избегая при этом статических и динамических препятствий. Динамические "
+"препятствия избегаются с помощью системы предотвращения столкновений RVO "
+"(Reciprocal Velocity Obstacles). Для корректной работы агенту необходимы "
+"навигационные данные. По умолчанию этот узел регистрируется на навигационной "
+"карте по умолчанию [Мир]. Если этот узел является дочерним узлом "
+"[Navigation], он будет регистрироваться на навигационной карте "
+"навигационного узла, или можно использовать функцию [method set_navigation], "
+"чтобы установить навигационный узел напрямую. [NavigationAgent] является "
+"физически безопасным.\n"
+"[b]Примечание:[/b] После использования [method set_target_location] "
+"необходимо использовать функцию [method get_next_location] раз в каждый кадр "
+"физики для обновления внутренней логики пути NavigationAgent. Возвращаемая "
+"векторная позиция из этой функции должна использоваться в качестве следующей "
+"позиции движения для родительского узла агента."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -38230,7 +38991,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -38238,6 +38999,7 @@ msgid "2D agent used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -38251,8 +39013,26 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
-msgstr ""
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
+msgstr ""
+"2D агент, который используется в навигации для достижения местоположения, "
+"избегая при этом статических и динамических препятствий. Динамические "
+"препятствия избегаются с помощью системы предотвращения столкновений RVO "
+"(Reciprocal Velocity Obstacles). Для корректной работы агенту необходимы "
+"навигационные данные. По умолчанию этот узел регистрируется на навигационной "
+"карте по умолчанию [World2D]. Если этот узел является дочерним для узла "
+"[Navigation2D], он будет регистрироваться на навигационной карте "
+"навигационного узла, или функция [method set_navigation] может быть "
+"использована для непосредственной установки навигационного узла. "
+"[NavigationAgent2D] является физически безопасным.\n"
+"[b]Примечание:[/b] После использования [method set_target_location] "
+"необходимо использовать функцию [method get_next_location] один раз в каждый "
+"кадр физики для обновления внутренней логики пути NavigationAgent. "
+"Возвращаемая векторная позиция из этой функции должна использоваться в "
+"качестве следующей позиции движения для родительского узла агента."
#: doc/classes/NavigationAgent2D.xml
#, fuzzy
@@ -38978,6 +39758,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -39078,13 +39861,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39331,6 +40126,21 @@ msgid ""
"COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
"server is not recommended and not officially supported."
msgstr ""
+"Метод сжатия, используемый для сетевых пакетов. Они имеют различные "
+"компромиссы между скоростью сжатия и пропускной способностью, вам может "
+"потребоваться проверить, какой из них лучше всего подходит для вашего "
+"случая, если вы вообще используете сжатие.\n"
+"[b]Примечание:[/b] Сетевой дизайн большинства игр предполагает частую "
+"отправку множества небольших пакетов (размером менее 4 КБ каждый). Если есть "
+"сомнения, рекомендуется оставить алгоритм сжатия по умолчанию, так как он "
+"лучше всего работает с такими маленькими пакетами.\n"
+"[b]Примечание:[/b] [member compression_mode] должен быть установлен на одно "
+"и то же значение как на сервере, так и на всех его клиентах. Клиенты не "
+"смогут подключиться, если значение [member compression_mode], установленное "
+"на клиенте, отличается от установленного на сервере. До Godot 3.4 по "
+"умолчанию [member compression_mode] был [constant COMPRESS_NONE]. Тем не "
+"менее, смешивать версии движка между клиентами и сервером не рекомендуется и "
+"официально не поддерживается."
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -39409,7 +40219,7 @@ msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
-msgstr ""
+msgstr "[url=https://facebook.github.io/zstd/]Zstandard[/url] cжатие."
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "A high-level network interface to simplify multiplayer interactions."
@@ -39819,6 +40629,20 @@ msgid ""
"call with [method request_ready], which may be called anywhere before adding "
"the node again."
msgstr ""
+"Вызывается, когда узел \"готов\", т.е. когда и узел, и его дочерние элементы "
+"вошли в дерево сцены. Если узел имеет дочерние узлы, то сначала срабатывают "
+"их обратные вызовы [метода _ready], а затем родительский узел получает "
+"уведомление о готовности.\n"
+"Соответствует уведомлению [constant NOTIFICATION_READY] в [method Object."
+"_notification]. См. также ключевое слово [code]onready[/code] для "
+"переменных.\n"
+"Обычно используется для инициализации. Для еще более ранней инициализации "
+"можно использовать [метод Object._init]. См. также [метод _enter_tree].\n"
+"[b]Примечание:[/b] [метод _ready] может быть вызван только один раз для "
+"каждого узла. После удаления узла из дерева сцены и добавления его снова, "
+"[code]_ready[/code] не будет вызван второй раз. Это можно обойти, запросив "
+"повторный вызов с помощью [метода request_ready], который может быть вызван "
+"в любом месте перед повторным добавлением узла."
#: doc/classes/Node.xml
msgid ""
@@ -39948,6 +40772,21 @@ msgid ""
"consider using [method get_node] instead. To avoid using [method find_node] "
"too often, consider caching the node reference into a variable."
msgstr ""
+"Находит потомка этого узла, имя которого соответствует [code]маске[/code] "
+"как в [методе String.match] (т.е. чувствительно к регистру, но [code]\"*\"[/"
+"code] соответствует нулю или более символов, а [code]\"?\"[/code] "
+"соответствует любому одиночному символу, кроме [code]\".\"[/code]). "
+"Возвращает [code]null[/code], если не найдено ни одного подходящего [узла].\n"
+"[b]Примечание:[/b] Не ищет совпадения по полному пути, только по именам "
+"отдельных узлов.\n"
+"Если [code]owned[/code] is [code]true[/code], этот метод находит только "
+"узлы, владельцем которых является этот узел. Это особенно важно для сцен, "
+"созданных через сценарий, поскольку у таких сцен нет владельца.\n"
+"[b]Примечание:[/b] Поскольку этот метод проходит по всем потомкам узла, это "
+"самый медленный способ получить ссылку на другой узел. По возможности "
+"используйте вместо него [method get_node]. Чтобы не использовать [метод "
+"find_node] слишком часто, подумайте о кэшировании ссылки на узел в "
+"переменной."
#: doc/classes/Node.xml
msgid ""
@@ -40388,6 +41227,20 @@ msgid ""
"like [code]server_disconnected[/code] or by checking [code]SceneTree."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
msgstr ""
+"Отправляет запрос на вызов удаленной процедуры для заданного [code]метода[/"
+"code] равным узлам в сети (и локально), по желанию отправляя все "
+"дополнительные аргументы в качестве аргументов метода, вызываемого RPC. "
+"Запрос вызова будет получен только узлами с одинаковым [NodePath], включая "
+"точно такое же имя узла. Поведение зависит от конфигурации RPC для данного "
+"метода, см. [method rpc_config]. По умолчанию методы не открыты для RPC. См. "
+"также [method rset] и [method rset_config] для свойств. Возвращает "
+"[code]null[/code].\n"
+"[b]Примечание:[/b] Вы можете безопасно использовать RPC на клиентах только "
+"после получения сигнала [code]connected_to_server[/code] от [SceneTree]. Вам "
+"также необходимо отслеживать состояние соединения, либо по сигналам "
+"[SceneTree], таким как [code]server_disconnected[/code], либо проверяя "
+"[code]SceneTree.network_peer.get_connection_status() == "
+"CONNECTION_CONNECTED[/code]."
#: doc/classes/Node.xml
msgid ""
@@ -40932,7 +41785,7 @@ msgstr "Глобальный масштаб."
#: doc/classes/Node2D.xml
msgid "Global [Transform2D]."
-msgstr ""
+msgstr "Глобальный [Transform2D]."
#: doc/classes/Node2D.xml
msgid "Position, relative to the node's parent."
@@ -40958,7 +41811,7 @@ msgstr ""
#: doc/classes/Node2D.xml
msgid "Local [Transform2D]."
-msgstr ""
+msgstr "Локальный [Transform2D]."
#: doc/classes/Node2D.xml
msgid ""
@@ -41864,7 +42717,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -42280,6 +43135,21 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
+"Задерживает выполнение текущего потока на [code]мсек[/code] миллисекунд. "
+"[code]мсек[/code] должно быть больше или равно [code]0[/code]. В противном "
+"случае [метод delay_msec] ничего не сделает и выведет сообщение об ошибке.\n"
+"[b]Примечание:[/b] [method delay_msec] - это [i]блокирующий[/i] способ "
+"задержки выполнения кода. Чтобы задержать выполнение кода неблокирующим "
+"способом, смотрите [method SceneTree.create_timer]. Выдача с помощью [method "
+"SceneTree.create_timer] задержит выполнение кода, размещенного ниже "
+"[code]выдачи[/code] без влияния на остальную часть проекта (или редактора, "
+"для [EditorPlugin]ов и [EditorScript]ов).\n"
+"[b]Примечание:[/b] Если [метод delay_msec] вызывается в главном потоке, он "
+"замораживает проект и не позволяет ему перерисовывать и регистрировать ввод, "
+"пока не пройдет задержка. При использовании [method delay_msec] как части "
+"[EditorPlugin] или [EditorScript], он заморозит редактор, но не заморозит "
+"проект, если он запущен (поскольку проект является независимым дочерним "
+"процессом)."
#: doc/classes/OS.xml
msgid ""
@@ -42300,6 +43170,21 @@ msgid ""
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
+"Задерживает выполнение текущего потока на [code]usec[/code] микросекунд. "
+"[code]usec[/code] должно быть больше или равно [code]0[/code]. В противном "
+"случае [метод delay_usec] ничего не сделает и выведет сообщение об ошибке.\n"
+"[b]Примечание:[/b] [method delay_usec] - это [i]блокирующий[/i] способ "
+"задержки выполнения кода. Чтобы задержать выполнение кода неблокирующим "
+"способом, смотрите [method SceneTree.create_timer]. Выдача с помощью [method "
+"SceneTree.create_timer] задержит выполнение кода, размещенного ниже "
+"[code]выдачи[/code] без влияния на остальную часть проекта (или редактора, "
+"для [EditorPlugin]ов и [EditorScript]ов).\n"
+"[b]Примечание:[/b] Если [метод delay_usec] вызывается в главном потоке, он "
+"замораживает проект и не позволяет ему перерисовывать и регистрировать ввод, "
+"пока не пройдет задержка. При использовании [method delay_usec] как части "
+"[EditorPlugin] или [EditorScript], он заморозит редактор, но не заморозит "
+"проект, если он запущен (поскольку проект является независимым дочерним "
+"процессом)."
#: doc/classes/OS.xml
msgid ""
@@ -42388,11 +43273,11 @@ msgstr "Возвращает вектор привязанный к сетке
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42422,15 +43307,38 @@ msgid ""
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
+"Возвращает аргументы командной строки, переданные движку.\n"
+"Аргументы командной строки могут быть записаны в любой форме, включая формы "
+"[code]--key value[/code] и [code]--key=value[/code], чтобы они могли быть "
+"правильно разобраны, при условии, что пользовательские аргументы командной "
+"строки не конфликтуют с аргументами движка.\n"
+"Вы также можете включить переменные окружения, используя метод [method "
+"get_environment].\n"
+"Вы можете установить [member ProjectSettings.editor/main_run_args] для "
+"определения аргументов командной строки, которые будут передаваться "
+"редактором при запуске проекта.\n"
+"Вот минимальный пример того, как разобрать аргументы командной строки в "
+"словарь, используя форму [code]--key=value[/code] для аргументов:\n"
+"[codeblock].\n"
+"var arguments = {}\n"
+"for argument in OS.get_cmdline_args():\n"
+" if argument.find(\"=\") > -1:\n"
+" var key_value = argument.split(\"=\")\n"
+" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # Опции без аргумента будут присутствовать в словаре,\n"
+" # со значением, установленным в пустую строку.\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
+"[/codeblock]"
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42452,11 +43360,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -42839,7 +43747,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -43620,9 +44530,8 @@ msgid "Ringtones directory path."
msgstr ""
#: doc/classes/OS.xml
-#, fuzzy
msgid "Unknown powerstate."
-msgstr "Неизвестная клавиша."
+msgstr "Неизвестное состояние питания."
#: doc/classes/OS.xml
msgid "Unplugged, running on battery."
@@ -44336,6 +45245,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -45051,7 +45970,7 @@ msgstr ""
#: doc/classes/PHashTranslation.xml
msgid "Optimized translation."
-msgstr ""
+msgstr "Оптимизированный перевод."
#: doc/classes/PHashTranslation.xml
msgid ""
@@ -45082,7 +46001,7 @@ msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
msgid "Ray-casting"
-msgstr ""
+msgstr "Трассировка лучей"
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
@@ -45299,6 +46218,23 @@ msgid ""
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape."
msgstr ""
+"Проверяет пересечения фигуры, заданной через объект "
+"[Physics2DShapeQueryParameters], с пространством. Если она пересекается с "
+"более чем одной фигурой, выбирается ближайшая. Если фигура ни с чем не "
+"пересекается, то возвращается пустой словарь.\n"
+"[b]Примечание:[/b] Этот метод не учитывает свойство [code]движения[/code] "
+"объекта. Возвращаемый объект представляет собой словарь, содержащий "
+"следующие поля:\n"
+"[code]collider_id[/code]: ID сталкивающегося объекта.\n"
+"[code]linear_velocity[/code]: Скорость объекта столкновения [Vector2]. Если "
+"объект является [Area2D], то результатом будет [code](0, 0)[/code].\n"
+"[code]метаданные[/code]: Метаданные пересекающейся фигуры. Эти метаданные "
+"отличаются от [метод Object.get_meta], и устанавливаются с помощью [метод "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: Нормаль поверхности объекта в точке пересечения.\n"
+"[code]точка[/code]: Точка пересечения.\n"
+"[code]rid[/code]: [RID] пересекающегося объекта.\n"
+"[code]shape[/code]: Индекс формы сталкивающейся фигуры."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -45323,6 +46259,26 @@ msgid ""
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
+"Проверяет, находится ли точка внутри какой-либо твердой фигуры. Фигуры, "
+"внутри которых находится точка, возвращаются в виде массива, содержащего "
+"словари со следующими полями:\n"
+"[code]collider[/code]: Объект столкновения.\n"
+"[code]collider_id[/code]: ID объекта столкновения.\n"
+"[code]metadata[/code]: Метаданные пересекающейся фигуры. Эти метаданные "
+"отличаются от [метод Object.get_meta], и устанавливаются с помощью [метод "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: [RID] пересекающегося объекта.\n"
+"[code]shape[/code]: Индекс формы сталкивающейся фигуры.\n"
+"Количество пересечений может быть ограничено с помощью параметра "
+"[code]max_results[/code], чтобы уменьшить время обработки.\n"
+"Кроме того, метод может принимать [code]exclude[/code] массив объектов или "
+"[RID]ов, которые должны быть исключены из столкновений, "
+"[code]collision_mask[/code] битовую маску, представляющую физические слои "
+"для проверки, или булевы для определения того, должен ли луч столкнуться с "
+"[PhysicsBody2D]s или [Area2D]s, соответственно.\n"
+"[b]Примечание:[/b] [ConcavePolygonShape2D]s и [CollisionPolygon2D]s в режиме "
+"построения [code]Segments[/code] не являются твердыми фигурами. Поэтому они "
+"не будут обнаружены."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -45369,6 +46325,24 @@ msgid ""
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively."
msgstr ""
+"Пересекает луч в заданном пространстве. Возвращаемый объект представляет "
+"собой словарь со следующими полями:\n"
+"[code]collider[/code]: Объект столкновения.\n"
+"[code]collider_id[/code]: Идентификатор объекта столкновения.\n"
+"[code]metadata[/code]: Метаданные пересекающейся фигуры. Эти метаданные "
+"отличаются от [метод Object.get_meta], и устанавливаются с помощью [метод "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: Нормаль поверхности объекта в точке пересечения.\n"
+"[code]position[/code]: Точка пересечения.\n"
+"[code]rid[/code]: [RID] пересекающегося объекта.\n"
+"[code]shape[/code]: Индекс формы пересекающегося объекта.\n"
+"Если луч ни с чем не пересекается, то вместо него возвращается пустой "
+"словарь.\n"
+"Кроме того, метод может принимать [code]exclude[/code] массив объектов или "
+"[RID], которые должны быть исключены из столкновений, [code]collision_mask[/"
+"code] битовую маску, представляющую физические слои для проверки, или булевы "
+"для определения того, должен ли луч столкнуться с [PhysicsBody2D]s или "
+"[Area2D]s, соответственно."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -47475,6 +48449,22 @@ msgid ""
"will allow for unbounded output. If any positive value is passed, and the "
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
+"Возвращает новый [PoolByteArray] с распакованными данными. Установите режим "
+"сжатия, используя одну из констант [enum File.CompressionMode]. [b]Этот "
+"метод принимает только режимы сжатия gzip и deflate.[/b]\n"
+"Этот метод потенциально медленнее, чем [code]decompress[/code], так как ему "
+"может потребоваться многократное перераспределение выходного буфера во время "
+"декомпрессии, в то время как [code]decompress[/code] знает размер своего "
+"выходного буфера с самого начала.\n"
+"\n"
+"GZIP имеет максимальный коэффициент сжатия 1032:1, что означает, что очень "
+"возможно, что небольшая сжатая полезная нагрузка распакуется в потенциально "
+"очень большой выходной файл. Чтобы защититься от этого, вы можете указать "
+"максимальный размер, который этой функции разрешено выделять в байтах через "
+"[code]max_output_size[/code]. Если передать значение -1, то можно выводить "
+"неограниченное количество данных. Если передано любое положительное "
+"значение, и распаковка превышает этот размер в байтах, то будет возвращена "
+"ошибка."
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
@@ -48273,7 +49263,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
#: doc/classes/PopupMenu.xml
@@ -48515,7 +49507,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -48542,6 +49536,19 @@ msgid ""
"There is no need to place an opposite portal in an adjacent room, links are "
"made two-way automatically."
msgstr ""
+"[Порталы - это особый тип [MeshInstance], который позволяет системе отбора "
+"порталов \"видеть\" из одной комнаты в другую. Они часто соответствуют "
+"дверям и окнам в геометрии уровня. Позволяя [Camera]s видеть только через "
+"порталы, это позволяет системе отсеивать все объекты в комнатах, которые не "
+"видны через порталы. Это одна из форм окклюзионной выборки [b][/b] , которая "
+"может значительно повысить производительность.\n"
+"Существуют некоторые ограничения на форму порталов:\n"
+"Они должны быть односторонними выпуклыми многоугольниками, и обычно вы "
+"должны ориентировать их передние грани [b]наружу[/b] от [Комнаты], в которой "
+"они расположены. Вершины должны располагаться в одной плоскости (хотя их "
+"расположение не обязательно должно быть идеальным).\n"
+"Нет необходимости размещать противоположный портал в соседней комнате, связи "
+"делаются двусторонними автоматически."
#: doc/classes/Portal.xml doc/classes/Room.xml
msgid "Sets individual points. Primarily for use by the editor."
@@ -49196,6 +50203,21 @@ msgid ""
"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
+"Если [code]true[/code], то поток стандартного вывода очищается каждый раз, "
+"когда печатается строка. Это влияет как на ведение журналов в терминале, так "
+"и на ведение журналов в файлах.\n"
+"При запуске проекта этот параметр должен быть включен, если вы хотите, чтобы "
+"журналы собирались менеджерами служб, такими как systemd/journalctl. Эта "
+"настройка отключена по умолчанию в сборках релизов, поскольку промывка "
+"каждой напечатанной строки негативно скажется на производительности, если "
+"много строк печатается в быстрой последовательности. Кроме того, если эта "
+"настройка включена, файлы журналов будут успешно записаны, если приложение "
+"аварийно завершено или иным образом убито пользователем (не будучи закрытым "
+"\"нормально\").\n"
+"[b]Примечание:[/b] Независимо от этой настройки, стандартный поток ошибок "
+"([code]stderr[/code]) всегда промывается, когда в него печатается строка.\n"
+"Изменения в этой настройке будут применены только после перезапуска "
+"приложения."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -49251,7 +50273,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51314,6 +52340,23 @@ msgid ""
"[b]Note:[/b] This property is only read when the project starts. To change "
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
+"Управляет тем, насколько тики физики синхронизированы с реальным временем. "
+"При значении 0 или меньше тики синхронизируются. Такие значения "
+"рекомендуются для сетевых игр, где синхронизация часов имеет значение. "
+"Большие значения приводят к большему отклонению внутриигровых часов от "
+"реальных, но позволяют сгладить дрожание кадров. Значение по умолчанию 0,5 "
+"должно устраивать большинство; значения выше 2 могут привести к тому, что "
+"игра будет реагировать на выпадение кадров с заметной задержкой, поэтому не "
+"рекомендуется.\n"
+"[b]Примечание:[/b] Для достижения наилучших результатов при использовании "
+"пользовательского решения интерполяции физики, исправление джиттера физики "
+"следует отключить, установив [member physics/common/physics_jitter_fix] на "
+"[code]0[/code].\n"
+"[b]Примечание:[/b] Фиксация джиттера автоматически отключается во время "
+"выполнения, если включен [member physics/common/physics_interpolation].\n"
+"[b]Примечание:[/b] Это свойство считывается только при запуске проекта. "
+"Чтобы изменить значение во время выполнения, установите [member Engine."
+"physics_jitter_fix] вместо этого."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -51939,9 +52982,37 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
-msgstr ""
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
+msgstr ""
+"Максимальный уровень анизотропного фильтра, используемый для текстур с "
+"включенной анизотропией. Более высокие значения приводят к более четким "
+"текстурам при просмотре под косыми углами, но за счет снижения "
+"производительности. За исключением [code]1[/code], допустимы только "
+"значения, равные двум целым ([code]2[/code], [code]4[/code], [code]8[/code], "
+"[code]16[/code]). Значение [code]1[/code] принудительно отключает "
+"анизотропную фильтрацию, даже на тех текстурах, где она включена.\n"
+"[b]Примечание:[/b] По причинам производительности анизотропная фильтрация "
+"[i]не включена по умолчанию[/i] на текстурах. Чтобы эта настройка имела "
+"эффект, анизотропную фильтрацию текстуры можно включить, выбрав текстуру в "
+"доке FileSystem, перейдя в док Import, установив флажок [b]Anisotropic[/b] и "
+"нажав [b]Reimport[/b]. Однако анизотропная фильтрация редко бывает полезной "
+"в 2D, поэтому включайте ее для текстур в 2D, только если это дает значимую "
+"визуальную разницу.\n"
+"[b]Примечание:[/b] Это свойство считывается только при запуске проекта. В "
+"настоящее время не существует способа изменить этот параметр во время "
+"выполнения проекта."
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -51963,15 +53034,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52541,7 +53619,7 @@ msgstr ""
#: doc/classes/Quat.xml
msgid "Quaternion."
-msgstr ""
+msgstr "Кватернион."
#: doc/classes/Quat.xml
msgid ""
@@ -52824,6 +53902,24 @@ msgid ""
"state], and not the initial seed value, which is going to be fixed in Godot "
"4.0."
msgstr ""
+"Инициализирует состояние генератора случайных чисел на основе заданного "
+"значения seed. Заданное значение семени дает воспроизводимую "
+"последовательность псевдослучайных чисел.\n"
+"[b]Примечание:[/b] RNG не обладает лавинным эффектом и может выдавать "
+"похожие случайные потоки при одинаковых семенах. Рассмотрите возможность "
+"использования хэш-функции для улучшения качества семян, если они получены "
+"извне.\n"
+"[b]Примечание:[/b] Установка этого свойства приводит к побочному эффекту "
+"изменения внутреннего [member state], поэтому убедитесь, что семя "
+"инициализировано [i], прежде чем[/i] изменять [member state]:\n"
+"[блок кода]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # Восстановление к некоторому ранее сохраненному состоянию.\n"
+"[/codeblock].\n"
+"[b]Предупреждение:[/b] геттер этого свойства возвращает предыдущее состояние "
+"[member state], а не начальное значение seed, что будет исправлено в Godot "
+"4.0."
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -52963,6 +54059,20 @@ msgid ""
"queries are required between physics frames (or during the same frame), use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
+"RayCast представляет собой линию от начала координат до места назначения, "
+"[code]cast_to[/code]. Он используется для запроса трехмерного пространства, "
+"чтобы найти ближайший объект на пути луча.\n"
+"RayCast может игнорировать некоторые объекты, добавляя их в список "
+"исключений через [code]add_exception[/code] или устанавливая надлежащую "
+"фильтрацию с помощью слоев столкновений и масок.\n"
+"RayCast может быть настроен на сообщение о столкновениях с [Area]s ([member "
+"collide_with_areas]) и/или [PhysicsBody]s ([member collide_with_bodies]).\n"
+"Только включенные лучевые передачи смогут запрашивать пространство и "
+"сообщать о столкновениях.\n"
+"RayCast вычисляет пересечение каждый кадр физики (см. [Node]), и результат "
+"кэшируется, чтобы его можно было использовать позже, до следующего кадра. "
+"Если требуется несколько запросов между кадрами физики (или в течение одного "
+"кадра), используйте [метод force_raycast_update] после настройки рэйкаста."
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
@@ -53113,6 +54223,22 @@ msgid ""
"queries are required between physics frames (or during the same frame) use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
+"RayCast представляет собой линию от начала координат до места назначения, "
+"[code]cast_to[/code]. Он используется для запроса двумерного пространства с "
+"целью найти ближайший объект на пути луча.\n"
+"RayCast2D может игнорировать некоторые объекты, добавляя их в список "
+"исключений через [code]add_exception[/code], устанавливая правильную "
+"фильтрацию с помощью слоев столкновений или фильтруя типы объектов с помощью "
+"масок типов.\n"
+"RayCast2D может быть настроен на сообщение о столкновениях с [Area2D]s "
+"([member collide_with_areas]) и/или [PhysicsBody2D]s ([member "
+"collide_with_bodies]).\n"
+"Только включенные лучевые передачи смогут запрашивать пространство и "
+"сообщать о столкновениях.\n"
+"RayCast2D вычисляет пересечение каждый кадр физики (см. [Node]), и результат "
+"кэшируется, чтобы его можно было использовать позже, до следующего кадра. "
+"Если требуется несколько запросов между кадрами физики (или в течение одного "
+"кадра), используйте [метод force_raycast_update] после настройки рэйкаста."
#: doc/classes/RayCast2D.xml
msgid ""
@@ -53319,6 +54445,21 @@ msgid ""
"free references that are no longer in use. This means that unused references "
"will linger on for a while before being removed."
msgstr ""
+"Базовый класс для любого объекта, который ведет подсчет ссылок. [Resource] и "
+"многие другие вспомогательные объекты наследуют этот класс.\n"
+"В отличие от других типов [Object], ссылки ведут внутренний счетчик ссылок, "
+"поэтому они автоматически освобождаются, когда больше не используются, и "
+"только тогда. Поэтому ссылки не нужно освобождать вручную с помощью [метода "
+"Object.free].\n"
+"В подавляющем большинстве случаев инстанцирование и использование "
+"[Reference]-производных типов - это все, что вам нужно сделать. Методы, "
+"предоставляемые в этом классе, предназначены только для опытных "
+"пользователей и могут вызвать проблемы при неправильном использовании.\n"
+"[b]Примечание:[/b] В C# ссылки не освобождаются мгновенно после того, как "
+"они перестают использоваться. Вместо этого сборка мусора будет выполняться "
+"периодически и освобождать ссылки, которые больше не используются. Это "
+"означает, что неиспользуемые ссылки будут существовать некоторое время, "
+"прежде чем будут удалены."
#: doc/classes/Reference.xml
msgid ""
@@ -53621,17 +54762,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -53640,8 +54792,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53794,10 +54952,24 @@ msgid ""
"free resources that are no longer in use. This means that unused resources "
"will linger on for a while before being removed."
msgstr ""
+"Resource - это базовый класс для всех специфических для Godot типов "
+"ресурсов, служащих в основном в качестве контейнеров данных. Поскольку они "
+"наследуются от [Reference], ресурсы учитываются по ссылкам и освобождаются, "
+"когда больше не используются. Они также кэшируются после загрузки с диска, "
+"так что все последующие попытки загрузить ресурс по заданному пути будут "
+"возвращать ту же ссылку (в отличие от [Node], который не учитывается по "
+"ссылкам и может инстанцироваться с диска сколько угодно раз). Ресурсы могут "
+"быть сохранены на внешнем диске или вложены в другой объект, например, "
+"[Node] или другой ресурс.\n"
+"[b]Примечание:[/b] В C# ресурсы не будут освобождаться мгновенно после того, "
+"как они перестанут использоваться. Вместо этого сборка мусора будет "
+"выполняться периодически и освобождать ресурсы, которые больше не "
+"используются. Это означает, что неиспользуемые ресурсы будут существовать "
+"некоторое время, прежде чем будут удалены."
#: doc/classes/Resource.xml
msgid "Resources"
-msgstr ""
+msgstr "Ресурсы"
#: doc/classes/Resource.xml
msgid ""
@@ -54154,6 +55326,24 @@ msgid ""
"be used in most situations, leaving the use of [ResourceLoader] for more "
"advanced scenarios."
msgstr ""
+"Загружает ресурс по заданному [code]пути[/code] , кэшируя результат для "
+"последующего доступа.\n"
+"Зарегистрированные [ResourceFormatLoader]ы последовательно запрашиваются, "
+"чтобы найти первый, который может обрабатывать расширение файла, и затем "
+"выполняется попытка загрузки. Если загрузка не удалась, остальные "
+"ResourceFormatLoader'ы также будут опрошены.\n"
+"Необязательный [code]type_hint[/code] может быть использован для дальнейшего "
+"указания типа [Resource], который должен обрабатываться "
+"[ResourceFormatLoader]. В качестве подсказки типа можно использовать все, "
+"что наследуется от [Resource], например [Image].\n"
+"Если [code]no_cache[/code] is [code]true[/code], кэш ресурса будет обойден и "
+"ресурс будет загружен заново. В противном случае будет возвращен "
+"кэшированный ресурс, если он существует.\n"
+"Возвращает пустой ресурс, если ни один [ResourceFormatLoader] не смог "
+"обработать файл.\n"
+"GDScript имеет упрощенный встроенный метод [method @GDScript.load], который "
+"можно использовать в большинстве ситуаций, оставляя использование "
+"[ResourceLoader] для более сложных сценариев."
#: doc/classes/ResourceLoader.xml
msgid ""
@@ -55069,6 +56259,26 @@ msgid ""
"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
"[ConcavePolygonShape] with Bullet physics if you need shape indices."
msgstr ""
+"Выдается при столкновении одного из [Shape] этого RigidBody с другим "
+"[PhysicsBody] или [GridMap] [Shape]. Требуется, чтобы [member "
+"contact_monitor] был установлен в [code]true[/code] и [member "
+"contacts_reported] был установлен достаточно высоким, чтобы обнаружить все "
+"столкновения. [GridMap]ы обнаруживаются, если в [MeshLibrary] есть [Shape]ы "
+"столкновений.\n"
+"[code]body_rid[/code] [RID] другого [PhysicsBody] или [MeshLibrary] "
+"[CollisionObject], используемого [PhysicsServer].\n"
+"[code]body[/code] [Узел], если он существует в дереве, другого [PhysicsBody] "
+"или [GridMap].\n"
+"[code]body_shape_index[/code] индекс [Shape] другого [PhysicsBody] или "
+"[GridMap], используемого [PhysicsServer]. Получите узел [CollisionShape] с "
+"помощью [code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] индекс [Shape] этого RigidBody, используемый "
+"[PhysicsServer]. Получите узел [CollisionShape] с помощью [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Примечание:[/b] Физика пули не может определить индекс формы при "
+"использовании [ConcavePolygonShape]. Не используйте несколько "
+"[CollisionShape] при использовании [ConcavePolygonShape] с физикой Bullet, "
+"если вам нужны индексы формы."
#: doc/classes/RigidBody.xml
msgid ""
@@ -55575,11 +56785,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -55677,6 +56891,19 @@ msgid ""
"your room and object sizes, and movement speeds. The default value should "
"work reasonably in most circumstances."
msgstr ""
+"Чтобы уменьшить обработку данных для перемещаемых объектов, к их AABB "
+"применяется расширение по мере их перемещения. Этот расширенный объем "
+"используется для расчета комнат, в которых находится перемещаемый объект. "
+"Если точный AABB объекта все еще находится в пределах этого расширенного "
+"объема при следующем перемещении, нет необходимости повторно обрабатывать "
+"объект, что может сэкономить значительное количество CPU.\n"
+"Недостатком является то, что если расширение слишком велико, объект может "
+"неожиданно распространиться в соседние комнаты и появиться там, где в "
+"противном случае он мог бы быть удален.\n"
+"Чтобы сбалансировать производительность роуминга и точность выбраковки, этот "
+"запас расширения может быть настроен пользователем. Обычно он зависит от "
+"размеров комнат и объектов, а также от скорости передвижения. Значение по "
+"умолчанию должно работать разумно в большинстве случаев."
#: doc/classes/RoomManager.xml
msgid ""
@@ -55756,6 +56983,19 @@ msgid ""
"[code]extends RootMotionView[/code]. Additionally, it must not be a "
"[code]tool[/code] script."
msgstr ""
+"[i]Корневое движение[/i] относится к технике анимации, когда скелет сетки "
+"используется для придания импульса персонажу. При работе с 3D-анимацией "
+"популярной техникой является использование аниматорами корневой кости "
+"скелета для придания движения остальным частям скелета. Это позволяет "
+"анимировать персонажей таким образом, что шаги фактически соответствуют полу "
+"под ними. Это также позволяет точно взаимодействовать с объектами во время "
+"кинематографа. См. также [AnimationTree].\n"
+"[b]Примечание:[/b] [RootMotionView] виден только в редакторе. Он будет "
+"автоматически скрыт в работающем проекте, а также будет преобразован в "
+"обычный [Node] в работающем проекте. Это означает, что скрипт, прикрепленный "
+"к узлу [RootMotionView] [i]должен[/i] иметь [code]extends Node[/code] вместо "
+"[code]extends RootMotionView[/code]. Кроме того, он не должен быть скриптом "
+"[code]инструмента[/code]."
#: doc/classes/RootMotionView.xml
msgid "Using AnimationTree - Root motion"
@@ -56016,7 +57256,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56161,13 +57403,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -56350,12 +57598,16 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "No stretching."
-msgstr ""
+msgstr "Не растягивать."
#: doc/classes/SceneTree.xml
msgid "Render stretching in higher resolution (interpolated)."
@@ -56399,7 +57651,7 @@ msgstr ""
#: doc/classes/SceneTreeTimer.xml
msgid "One-shot timer."
-msgstr ""
+msgstr "Таймер на один снимок."
#: doc/classes/SceneTreeTimer.xml
msgid ""
@@ -56490,6 +57742,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -56502,7 +57766,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56574,6 +57841,23 @@ msgid ""
"will always return the final value, regardless of [code]elapsed_time[/code] "
"provided."
msgstr ""
+"Этот метод можно использовать для ручной интерполяции значения, когда вы не "
+"хотите, чтобы [SceneTreeTween] выполнял анимацию за вас. Он похож на [method "
+"@GDScript.lerp], но с поддержкой пользовательского перехода и смягчения.\n"
+"[code]initial_value[/code] - начальное значение интерполяции.\n"
+"[code]delta_value[/code] - это изменение значения в интерполяции, т.е. оно "
+"равно [code]final_value - initial_value[/code].\n"
+"[code]elapsed_time[/code] - это время в секундах, прошедшее после начала "
+"интерполяции, которое используется для контроля положения интерполяции. "
+"Например, если оно равно половине длительности [code][/code] , "
+"интерполированное значение будет находиться на полпути между начальным и "
+"конечным значениями. Это значение также может быть больше, чем "
+"[code]duration[/code] или меньше, чем 0, что приведет к экстраполяции "
+"значения.\n"
+"[code]duration[/code] - общее время интерполяции.\n"
+"[b]Примечание:[/b] Если [code]duration[/code] равно [code]0[/code], метод "
+"всегда будет возвращать конечное значение, независимо от [code]elapsed_time[/"
+"code] предоставленного значения."
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -57348,6 +58632,22 @@ msgid ""
"([code]shape_xform[/code]), and the movement to test onto the other object "
"([code]shape_motion[/code])."
msgstr ""
+"Возвращает список пар точек соприкосновения, где данная фигура могла бы "
+"коснуться другой, если бы было применено заданное движение.\n"
+"Если столкновений не будет, возвращаемый список пуст. В противном случае, "
+"возвращаемый список содержит попарно расположенные точки контакта, в которых "
+"чередуются точки на границе данной фигуры и точки на границе "
+"[code]with_shape[/code].\n"
+"Пара столкновений A, B может быть использована для вычисления нормали "
+"столкновения с помощью [code](B - A).normalized()[/code], и глубины "
+"столкновения с помощью [code](B - A).length()[/code]. Эта информация обычно "
+"используется для разделения фигур, особенно в решателях столкновений.\n"
+"Этому методу нужна матрица трансформации для данной фигуры "
+"([code]local_xform[/code]), движение для проверки этой фигуры "
+"([code]local_motion[/code]), фигура для проверки столкновений с ней "
+"([code]with_shape[/code]), матрица трансформации этой фигуры "
+"([code]shape_xform[/code]) и движение для проверки на другом объекте "
+"([code]shape_motion[/code])."
#: doc/classes/Shape2D.xml
msgid ""
@@ -57357,7 +58657,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -57416,7 +58719,7 @@ msgstr ""
#: doc/classes/Skeleton.xml
msgid "[i]Deprecated soon.[/i]"
-msgstr ""
+msgstr "[i]Скоро будет устаревшим.[/i]"
#: doc/classes/Skeleton.xml
msgid "Clear all the bones in this skeleton."
@@ -57983,6 +59286,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -58168,7 +59479,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -58317,7 +59630,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -59548,7 +60863,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -59564,7 +60882,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -59755,7 +61075,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -60572,6 +61892,21 @@ msgid ""
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to]."
msgstr ""
+"Выполняет сравнение с другой строкой с учетом регистра. Возвращает [code]-1[/"
+"code], если меньше, [code]1[/code], если больше, или [code]0[/code], если "
+"равно. \"Меньше\" или \"больше\" определяются [url=https://en.wikipedia.org/"
+"wiki/List_of_Unicode_characters]кодовыми точками Unicode[/url] каждой "
+"строки, что примерно соответствует алфавитному порядку.\n"
+"[b]Поведение при различной длине строки:[/b] Возвращает [code]1[/code], если "
+"\"базовая\" строка длиннее строк [code]-[/code] или [code]-1[/code], если "
+"\"базовая\" строка короче строк [code]-[/code]. Следует помнить, что длина "
+"определяется количеством кодовых точек Юникода, [i]а не[/i] реально видимых "
+"символов.\n"
+"[b]Поведение с пустыми строками:[/b] Возвращает [code]-1[/code], если "
+"\"базовая\" строка пуста, [code]1[/code], если строки [code]-[/code] пусты, "
+"или [code]0[/code], если обе строки пусты.\n"
+"Чтобы получить булев результат сравнения строк, используйте вместо этого "
+"оператор [code]==[/code]. См. также [метод nocasecmp_to]."
#: doc/classes/String.xml
msgid ""
@@ -60976,6 +62311,22 @@ msgid ""
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method casecmp_to]."
msgstr ""
+"Выполняет сравнение с другой строкой без учета регистра. Возвращает "
+"[code]-1[/code], если меньше, [code]1[/code], если больше, или [code]0[/"
+"code], если равно. \"Меньше\" или \"больше\" определяется [url=https://en."
+"wikipedia.org/wiki/List_of_Unicode_characters]кодовыми точками Unicode[/url] "
+"каждой строки, что примерно соответствует алфавитному порядку. При сравнении "
+"символы нижнего регистра преобразуются в верхний регистр.\n"
+"[b]Поведение при различной длине строки:[/b] Возвращает [code]1[/code], если "
+"\"базовая\" строка длиннее, чем строки [code]-[/code] или [code]-1[/code], "
+"если \"базовая\" строка короче, чем строки [code]-[/code]. Следует помнить, "
+"что длина определяется количеством кодовых точек Юникода, [i]а не[/i] "
+"реально видимых символов.\n"
+"[b]Поведение с пустыми строками:[/b] Возвращает [code]-1[/code], если "
+"\"базовая\" строка пуста, [code]1[/code], если строки [code]-[/code] пусты, "
+"или [code]0[/code], если обе строки пусты.\n"
+"Чтобы получить булев результат сравнения строк, используйте вместо этого "
+"оператор [code]==[/code]. См. также [метод casecmp_to]."
#: doc/classes/String.xml
msgid "Returns the character code at position [code]at[/code]."
@@ -61050,6 +62401,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -61062,6 +62416,24 @@ msgid ""
"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
+"Разделяет строку по [code]разделителю[/code] и возвращает массив подстрок, "
+"начиная справа.\n"
+"Разделители в возвращаемом массиве сортируются в том же порядке, что и "
+"исходная строка, слева направо.\n"
+"Если [code]allow_empty[/code] равен [code]true[/code], и в строке есть два "
+"соседних разделителя, то в массив подстрок в этой позиции будет добавлена "
+"пустая строка.\n"
+"Если указано [code]maxsplit[/code], то это определяет количество разбиений "
+"справа до [code]maxsplit[/code]. Значение по умолчанию 0 означает, что все "
+"элементы разделяются, что дает тот же результат, что и [method split].\n"
+"Пример:\n"
+"[codeblock].\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"print(some_array.size()) # Печатает 2\n"
+"print(some_array[0]) # Печатает \"Один, два, три\"\n"
+"print(some_array[1]) # Печатает \"Four\"\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid ""
@@ -61111,6 +62483,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -61127,13 +62502,36 @@ msgid ""
"If you need to split strings with more complex rules, use the [RegEx] class "
"instead."
msgstr ""
+"Разделяет строку по разделителю [code][/code] и возвращает массив подстрок. "
+"Разделитель [code][/code] может быть любой длины.\n"
+"Если [code]allow_empty[/code] равно [code]true[/code], и в строке есть два "
+"соседних разделителя, то в массив подстрок в этой позиции будет добавлена "
+"пустая строка.\n"
+"Если указано [code]maxsplit[/code], то это определяет количество разбиений "
+"слева до [code]maxsplit[/code]. Значение по умолчанию [code]0[/code] "
+"означает, что все элементы разделяются.\n"
+"Если вам нужен только один элемент из массива по определенному индексу, "
+"[метод get_slice] является более производительным вариантом.\n"
+"Пример:\n"
+"[codeblock].\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.split(\",\", true, 1)\n"
+"print(some_array.size()) # Печатает 2\n"
+"print(some_array[0]) # Печатает \"Один\"\n"
+"print(some_array[1]) # Печатает \"Два, три, четыре\"\n"
+"[/codeblock].\n"
+"Если вам нужно разделить строки по более сложным правилам, используйте класс "
+"[RegEx]."
#: doc/classes/String.xml
msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -61993,7 +63391,7 @@ msgstr ""
#: doc/classes/TabContainer.xml
msgid "Tabbed container."
-msgstr ""
+msgstr "Контейнер с вкладками."
#: doc/classes/TabContainer.xml
msgid ""
@@ -62247,7 +63645,7 @@ msgstr ""
#: doc/classes/Tabs.xml
msgid "Tabs control."
-msgstr ""
+msgstr "Управление вкладками."
#: doc/classes/Tabs.xml
msgid ""
@@ -62274,6 +63672,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -62304,6 +63707,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Возвращает скалярное произведение с вектором [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -62345,8 +63753,12 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+#, fuzzy
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
+"Излучается при нажатии пользовательской кнопки. Смотрите [method add_button]."
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -62440,7 +63852,7 @@ msgstr ""
#: doc/classes/TCP_Server.xml
msgid "Stops listening."
-msgstr ""
+msgstr "Перестает слушать."
#: doc/classes/TCP_Server.xml
msgid ""
@@ -63715,7 +65127,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/"
@@ -63724,7 +65136,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/"
@@ -63733,7 +65145,7 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
"Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/"
@@ -63742,7 +65154,8 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
"Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/"
"code]."
@@ -63750,15 +65163,18 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
+"Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/"
+"code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63777,15 +65193,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63796,16 +65214,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63816,16 +65235,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63837,14 +65257,15 @@ msgstr ""
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -63855,17 +65276,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -63878,9 +65301,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -63888,8 +65311,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -63904,7 +65327,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -63924,18 +65347,23 @@ msgstr "Возвращает [code]true[/code] если массив содер
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
#, fuzzy
@@ -63948,32 +65376,45 @@ msgstr "Возвращает [code]true[/code] если массив содер
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
#, fuzzy
@@ -64001,90 +65442,115 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
+"Сдвигает вектор к [code]to[/code] на фиксированное значение [code]delta[/"
+"code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
-msgstr ""
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]."
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
#: doc/classes/Theme.xml
msgid ""
@@ -65419,7 +66885,7 @@ msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Always visible."
-msgstr ""
+msgstr "Всегда видно."
#: doc/classes/TouchScreenButton.xml
msgid "Visible on touch screens only."
@@ -65687,7 +67153,7 @@ msgstr ""
#: doc/classes/Translation.xml
msgid "Language Translation."
-msgstr ""
+msgstr "Языковой перевод."
#: doc/classes/Translation.xml
msgid ""
@@ -67285,21 +68751,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -67312,7 +68782,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -67341,7 +68811,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -67351,22 +68853,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -67379,8 +68894,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -67461,7 +68978,7 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Inconsistent parameters."
-msgstr ""
+msgstr "Несоответствующие параметры."
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -67523,39 +69040,39 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid gateway."
-msgstr ""
+msgstr "Неверный шлюз."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid port."
-msgstr ""
+msgstr "Неверный порт."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid protocol."
-msgstr ""
+msgstr "Неверный протокол."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid duration."
-msgstr ""
+msgstr "Неверная продолжительность."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid arguments."
-msgstr ""
+msgstr "Недопустимые аргументы."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid response."
-msgstr ""
+msgstr "Неверный ответ."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid parameter."
-msgstr ""
+msgstr "Недопустимый параметр."
#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
msgid "HTTP error."
-msgstr ""
+msgstr "Ошибка HTTP."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Socket error."
-msgstr ""
+msgstr "Ошибка сокета."
#: modules/upnp/doc_classes/UPNP.xml
msgid "Error allocating memory."
@@ -67578,16 +69095,16 @@ msgid "Unknown error."
msgstr "Неизвестная ошибка."
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -67638,11 +69155,11 @@ msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Service type."
-msgstr ""
+msgstr "Тип услуг."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "OK."
-msgstr ""
+msgstr "OK."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response."
@@ -67658,15 +69175,15 @@ msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Disconnected."
-msgstr ""
+msgstr "Отключен."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Unknown device."
-msgstr ""
+msgstr "Неизвестное устройство."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Invalid control."
-msgstr ""
+msgstr "Неверный контроль."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Memory allocation error."
@@ -68966,10 +70483,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -68980,8 +70502,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -69136,7 +70658,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -69672,6 +71196,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -70861,11 +72401,11 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Unity: [code]1[/code]."
-msgstr ""
+msgstr "Единство: [code]1[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Pi: [code]3.141593[/code]."
-msgstr ""
+msgstr "Пи: [code]3.141593[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Pi divided by two: [code]1.570796[/code]."
@@ -70873,7 +72413,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Tau: [code]6.283185[/code]."
-msgstr ""
+msgstr "Тау: [code]6.283185[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid ""
@@ -70887,7 +72427,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Infinity: [code]inf[/code]."
-msgstr ""
+msgstr "Бесконечность: [code]inf[/code]."
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Not a number: [code]nan[/code]."
@@ -71189,7 +72729,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "Node reference."
-msgstr ""
+msgstr "Ссылка на узел."
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid ""
@@ -71350,7 +72890,7 @@ msgstr ""
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid "Conditional loop."
-msgstr ""
+msgstr "Условный цикл."
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid ""
@@ -71993,7 +73533,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Synchronizes threads."
-msgstr ""
+msgstr "Синхронизирует потоки."
#: doc/classes/VisualServer.xml
msgid "Tries to free an object in the VisualServer."
@@ -73471,6 +75011,24 @@ msgid ""
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
+"Копирует видовой экран в область экрана, указанную [code]rect[/code]. Если "
+"[член Viewport.render_direct_to_screen] равен [code]true[/code], то вьюпорт "
+"не использует фреймбуфер и содержимое вьюпорта выводится непосредственно на "
+"экран. Однако обратите внимание, что корневой видовой экран рисуется "
+"последним, поэтому он будет рисоваться поверх экрана. Соответственно, вы "
+"должны установить корневой видовой экран на область, которая не покрывает "
+"область, к которой вы прикрепили этот видовой экран.\n"
+"Например, вы можете установить корневой видовой экран так, чтобы он вообще "
+"не отрисовывался, используя следующий код:\n"
+"[codeblock].\n"
+"func _ready():\n"
+" get_viewport().set_attach_to_screen_rect(Rect2())\n"
+" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
+"[/codeblock].\n"
+"Использование этого метода может привести к значительной оптимизации, "
+"особенно на устройствах низкого класса. Однако за это приходится "
+"расплачиваться необходимостью управлять видовыми экранами вручную. Для "
+"дальнейшей оптимизации смотрите [метод viewport_set_render_direct_to_screen]."
#: doc/classes/VisualServer.xml
msgid ""
@@ -73578,6 +75136,19 @@ msgid ""
"will be drawn, no automatic scaling is possible, even if your game scene is "
"significantly larger than the window size."
msgstr ""
+"Если [code]true[/code], выведите содержимое видового экрана непосредственно "
+"на экран. Это позволяет выполнить низкоуровневую оптимизацию, при которой "
+"можно пропустить отрисовку видового экрана в корневой видовой экран. Хотя "
+"эта оптимизация может привести к значительному увеличению скорости (особенно "
+"на старых устройствах), она обходится недешево. Когда эта функция включена, "
+"вы не можете читать из области просмотра или из [code]SCREEN_TEXTURE[/code]. "
+"Вы также теряете преимущества некоторых настроек окна, таких как различные "
+"режимы растяжения. Еще одно последствие, о котором следует знать, это то, "
+"что в 2D рендеринг происходит в координатах окна, поэтому если у вас есть "
+"область просмотра, которая в два раза больше окна, и вы установите это, то "
+"будет отрисована только та часть, которая помещается в окно, автоматическое "
+"масштабирование невозможно, даже если ваша игровая сцена значительно больше, "
+"чем размер окна."
#: doc/classes/VisualServer.xml
msgid ""
@@ -73867,6 +75438,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74193,8 +75768,9 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "The instance does not have a type."
-msgstr ""
+msgstr "Данный экземпляр не имеет типа."
#: doc/classes/VisualServer.xml
msgid "The instance is a mesh."
@@ -74205,28 +75781,32 @@ msgid "The instance is a multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "The instance is an immediate geometry."
-msgstr ""
+msgstr "Дынный экземпляр - геометрическая фигура."
#: doc/classes/VisualServer.xml
msgid "The instance is a particle emitter."
-msgstr ""
+msgstr "Данный экземпляр - источник частиц."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "The instance is a light."
-msgstr ""
+msgstr "Данный экземпляр - источник освещения."
#: doc/classes/VisualServer.xml
msgid "The instance is a reflection probe."
-msgstr ""
+msgstr "Данный экземпляр - проба отражения."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "The instance is a GI probe."
-msgstr ""
+msgstr "Данный экземпляр - проба GI."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "The instance is a lightmap capture."
-msgstr ""
+msgstr "Данный экземпляр - захваченная карта освещения."
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceType] enum."
@@ -74252,7 +75832,7 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "Disable shadows from this instance."
-msgstr ""
+msgstr "Отключает тени в данном экземпляре."
#: doc/classes/VisualServer.xml
msgid "Cast shadows from this instance."
@@ -74300,8 +75880,9 @@ msgid "The light adds color depending on mask."
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Do not apply a filter to canvas light shadows."
-msgstr ""
+msgstr "Не применяет фильтры на холст теней."
#: doc/classes/VisualServer.xml
msgid "Use PCF3 filtering to filter canvas light shadows."
@@ -74363,19 +75944,20 @@ msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
-msgstr ""
+msgstr "Количество изменений поверхности в кадр."
#: doc/classes/VisualServer.xml
msgid "The amount of draw calls in frame."
-msgstr ""
+msgstr "Количество вызовов отрисовки в кадр."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "The amount of 2d items in the frame."
-msgstr ""
+msgstr "Количество 2d-объектов в кадре."
#: doc/classes/VisualServer.xml
msgid "The amount of 2d draw calls in frame."
-msgstr ""
+msgstr "Количество вызовов отрисовки 2d в кадре."
#: doc/classes/VisualServer.xml
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
@@ -74419,34 +76001,45 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "MultiMesh custom data uses a float per component."
msgstr ""
+"Пользовательские данные MultiMesh используют для хранения число с плавающей "
+"точкой."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Reflection probe will update reflections once and then stop."
-msgstr ""
+msgstr "Проба отражения будет обновлена единожды и затем остановлена."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid ""
"Reflection probe will update each frame. This mode is necessary to capture "
"moving objects."
msgstr ""
+"Проба отражения будет обновляться каждый кадр. Режим нужен для захвата "
+"движущихся объектов."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Draw particles in the order that they appear in the particles array."
-msgstr ""
+msgstr "Отрисует частицы исходя из их расположения в массиве"
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Sort particles based on their lifetime."
-msgstr ""
+msgstr "Отсортирует частицы исходя из их времени жизни."
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Sort particles based on their distance to the camera."
-msgstr ""
+msgstr "Отсортирует частицы исходя из расстояния от камеры"
#: doc/classes/VisualServer.xml
+#, fuzzy
msgid "Use the clear color as background."
-msgstr ""
+msgstr "Используйте сплошной цвет как задний фон."
#: doc/classes/VisualServer.xml
msgid "Use a specified color as the background."
@@ -76026,7 +77619,7 @@ msgstr "Возвращает значение, противоположное п
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1/vector[/code]."
-msgstr ""
+msgstr "Возвращает [code]1/вектор[/code]."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
@@ -76361,7 +77954,7 @@ msgstr ""
#: doc/classes/VSlider.xml
msgid "Vertical slider."
-msgstr ""
+msgstr "Вертикальный слайдер."
#: doc/classes/VSlider.xml
msgid ""
@@ -76410,7 +78003,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -77856,6 +79451,14 @@ msgid ""
"the same space as the parent YSort, allowing to better organize a scene or "
"divide it in multiple ones, yet keep the unique sorting."
msgstr ""
+"Сортировка всех дочерних узлов на основе их положения по оси Y. Для "
+"сортировки дочерний узел должен наследоваться от [CanvasItem]. Узлы, имеющие "
+"более высокую позицию по Y, будут отрисованы позже, поэтому они появятся "
+"поверх узлов, имеющих более низкую позицию по Y.\n"
+"Вложенность узлов YSort возможна. Дочерние узлы YSort будут отсортированы в "
+"том же пространстве, что и родительский YSort, что позволяет лучше "
+"организовать сцену или разделить ее на несколько, сохраняя при этом "
+"уникальную сортировку."
#: doc/classes/YSort.xml
msgid ""
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index ddcdeb10f1..3a58e3f2a9 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -476,7 +476,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -491,7 +492,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -541,8 +546,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -552,7 +558,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -606,7 +613,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -618,7 +626,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -860,12 +869,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1033,10 +1046,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3471,6 +3489,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4155,8 +4193,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4847,19 +4884,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4880,21 +4919,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4903,9 +4946,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5557,9 +5601,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5733,8 +5777,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6445,7 +6489,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6682,7 +6731,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7056,7 +7110,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7241,6 +7298,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7260,9 +7320,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7330,7 +7394,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8736,8 +8808,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8788,10 +8861,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9033,12 +9116,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9584,7 +9661,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9745,12 +9827,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9878,10 +9964,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9898,6 +9983,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10038,7 +10138,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10395,14 +10498,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10412,22 +10515,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11716,7 +11819,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11809,7 +11912,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11837,9 +11942,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12336,13 +12441,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12368,8 +12474,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12682,12 +12790,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12732,8 +12840,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12781,8 +12891,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12844,7 +12957,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12969,7 +13082,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13674,17 +13790,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13991,12 +14107,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14033,12 +14150,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15198,7 +15316,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15224,7 +15350,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15965,7 +16095,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18690,7 +18822,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18839,16 +18973,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18993,18 +19128,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19187,6 +19310,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22019,7 +22150,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23911,8 +24045,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24532,7 +24670,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26116,10 +26256,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27526,8 +27669,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29827,11 +29970,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30676,7 +30822,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30688,6 +30838,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32708,7 +32868,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33045,14 +33207,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33060,21 +33222,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34350,8 +34512,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34396,7 +34562,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34651,9 +34820,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35112,7 +35281,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35997,7 +36168,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36224,7 +36398,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36245,7 +36419,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36955,6 +37132,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37039,13 +37219,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39749,7 +39941,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40260,11 +40454,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40298,11 +40492,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40324,11 +40518,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40709,7 +40903,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42173,6 +42369,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46073,7 +46279,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46312,7 +46520,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47041,7 +47251,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49722,8 +49936,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49746,15 +49971,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51350,17 +51582,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51369,8 +51612,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53299,11 +53548,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53740,7 +53993,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53884,13 +54139,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54073,7 +54334,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54213,6 +54478,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54225,7 +54502,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55080,7 +55360,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55699,6 +55982,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55884,7 +56175,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56033,7 +56326,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57260,7 +57555,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57276,7 +57574,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57466,7 +57766,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58731,6 +59031,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58792,6 +59095,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58814,7 +59120,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59951,6 +60260,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59980,6 +60293,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60021,7 +60338,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61371,37 +61690,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61420,14 +61740,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61438,14 +61759,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61458,7 +61779,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61466,7 +61787,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61478,13 +61799,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61496,17 +61817,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61519,9 +61842,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61529,8 +61852,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61545,7 +61868,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61563,15 +61886,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61583,29 +61908,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61633,87 +61962,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64886,21 +65215,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64913,7 +65246,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64942,7 +65275,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64952,22 +65317,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64980,8 +65358,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65179,16 +65559,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66433,10 +66813,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66447,8 +66832,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66600,7 +66985,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67132,6 +67519,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71282,6 +71685,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73818,7 +74225,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 6a336f195b..2846de07bb 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -487,7 +487,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -502,7 +503,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -552,8 +557,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -563,7 +569,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -617,7 +624,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -629,7 +637,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -871,12 +880,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1044,10 +1057,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3482,6 +3500,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4166,8 +4204,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4858,19 +4895,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4891,21 +4930,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4914,9 +4957,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5568,9 +5612,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5744,8 +5788,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6456,7 +6500,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6693,7 +6742,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7067,7 +7121,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7252,6 +7309,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7271,9 +7331,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7341,7 +7405,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8747,8 +8819,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8799,10 +8872,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9044,12 +9127,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9595,7 +9672,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9756,12 +9838,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9889,10 +9975,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9909,6 +9994,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10049,7 +10149,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10406,14 +10509,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10423,22 +10526,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11727,7 +11830,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11820,7 +11923,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11848,9 +11953,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12347,13 +12452,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12379,8 +12485,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12693,12 +12801,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12743,8 +12851,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12792,8 +12902,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12855,7 +12968,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12980,7 +13093,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13685,17 +13801,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14002,12 +14118,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14044,12 +14161,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15209,7 +15327,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15235,7 +15361,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15976,7 +16106,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18701,7 +18833,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18850,16 +18984,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19004,18 +19139,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19198,6 +19321,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22030,7 +22161,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23922,8 +24056,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24543,7 +24681,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26127,10 +26267,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27537,8 +27680,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29838,11 +29981,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30687,7 +30833,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30699,6 +30849,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32719,7 +32879,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33056,14 +33218,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33071,21 +33233,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34361,8 +34523,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34407,7 +34573,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34662,9 +34831,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35123,7 +35292,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36008,7 +36179,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36235,7 +36409,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36256,7 +36430,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36966,6 +37143,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37050,13 +37230,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39760,7 +39952,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40271,11 +40465,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40309,11 +40503,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40335,11 +40529,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40720,7 +40914,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42184,6 +42380,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46084,7 +46290,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46323,7 +46531,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47052,7 +47262,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49733,8 +49947,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49757,15 +49982,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51361,17 +51593,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51380,8 +51623,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53310,11 +53559,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53751,7 +54004,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53895,13 +54150,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54084,7 +54345,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54224,6 +54489,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54236,7 +54513,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55091,7 +55371,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55710,6 +55993,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55895,7 +56186,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56044,7 +56337,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57271,7 +57566,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57287,7 +57585,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57477,7 +57777,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58742,6 +59042,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58803,6 +59106,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58825,7 +59131,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59962,6 +60271,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59991,6 +60304,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60032,7 +60349,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61382,37 +61701,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61431,14 +61751,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61449,14 +61770,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61469,7 +61790,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61477,7 +61798,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61489,13 +61810,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61507,17 +61828,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61530,9 +61853,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61540,8 +61863,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61556,7 +61879,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61574,15 +61897,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61594,29 +61919,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61644,87 +61973,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64897,21 +65226,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64924,7 +65257,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64953,7 +65286,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64963,22 +65328,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64991,8 +65369,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65190,16 +65570,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66444,10 +66824,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66458,8 +66843,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66611,7 +66996,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67143,6 +67530,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71293,6 +71696,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73829,7 +74236,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index b582952401..65cad9bf8a 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -477,7 +477,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -492,7 +493,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -542,8 +547,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -553,7 +559,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -607,7 +614,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -619,7 +627,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -861,12 +870,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1034,10 +1047,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3472,6 +3490,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4156,8 +4194,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4848,19 +4885,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4881,21 +4920,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4904,9 +4947,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5558,9 +5602,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5734,8 +5778,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6446,7 +6490,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6683,7 +6732,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7057,7 +7111,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7242,6 +7299,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7261,9 +7321,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7331,7 +7395,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8737,8 +8809,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8789,10 +8862,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9034,12 +9117,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9585,7 +9662,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9746,12 +9828,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9879,10 +9965,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9899,6 +9984,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10039,7 +10139,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10396,14 +10499,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10413,22 +10516,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11717,7 +11820,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11810,7 +11913,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11838,9 +11943,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12337,13 +12442,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12369,8 +12475,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12683,12 +12791,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12733,8 +12841,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12782,8 +12892,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12845,7 +12958,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12970,7 +13083,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13675,17 +13791,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -13992,12 +14108,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14034,12 +14151,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15199,7 +15317,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15225,7 +15351,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -15966,7 +16096,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18691,7 +18823,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18840,16 +18974,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -18994,18 +19129,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19188,6 +19311,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22020,7 +22151,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23909,8 +24043,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24530,7 +24668,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26114,10 +26254,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27524,8 +27667,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29825,11 +29968,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30674,7 +30820,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30686,6 +30836,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32706,7 +32866,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33043,14 +33205,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33058,21 +33220,21 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34348,8 +34510,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34394,7 +34560,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34649,9 +34818,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35110,7 +35279,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -35995,7 +36166,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36222,7 +36396,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36243,7 +36417,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36953,6 +37130,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37037,13 +37217,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39747,7 +39939,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40258,11 +40452,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40296,11 +40490,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40322,11 +40516,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40707,7 +40901,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42171,6 +42367,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46071,7 +46277,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46310,7 +46518,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47039,7 +47249,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49720,8 +49934,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49744,15 +49969,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51348,17 +51580,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51367,8 +51610,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53297,11 +53546,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53738,7 +53991,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53882,13 +54137,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54071,7 +54332,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54211,6 +54476,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54223,7 +54500,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55078,7 +55358,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55697,6 +55980,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55882,7 +56173,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56031,7 +56324,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57258,7 +57553,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57274,7 +57572,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57464,7 +57764,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58729,6 +59029,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58790,6 +59093,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58812,7 +59118,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -59949,6 +60258,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -59978,6 +60291,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60019,7 +60336,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61369,37 +61688,38 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61418,14 +61738,15 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61436,14 +61757,14 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61456,7 +61777,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61464,7 +61785,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61476,13 +61797,13 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61494,17 +61815,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61517,9 +61840,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61527,8 +61850,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61543,7 +61866,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61561,15 +61884,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61581,29 +61906,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61631,87 +61960,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -64884,21 +65213,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -64911,7 +65244,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -64940,7 +65273,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -64950,22 +65315,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -64978,8 +65356,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65177,16 +65557,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66431,10 +66811,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66445,8 +66830,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66598,7 +66983,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67130,6 +67517,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71280,6 +71683,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73816,7 +74223,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 3b8c2afd36..54fbdbfe27 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -554,7 +554,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -569,7 +570,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -619,8 +624,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -630,7 +636,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -684,7 +691,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -696,7 +704,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -945,12 +954,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1118,10 +1131,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3565,6 +3583,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4256,8 +4294,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4948,19 +4985,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4981,21 +5020,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5005,9 +5048,10 @@ msgstr "คืนค่าชื่อของอุปกรณ์เสีย
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5660,9 +5704,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5837,8 +5881,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6550,7 +6594,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6787,7 +6836,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7161,7 +7215,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7346,6 +7403,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7365,9 +7425,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7435,7 +7499,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8841,8 +8913,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8893,10 +8966,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9139,12 +9222,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9690,7 +9767,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9851,12 +9933,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9984,10 +10070,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10004,6 +10089,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10144,7 +10244,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10501,14 +10604,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10518,22 +10621,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11822,7 +11925,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11915,7 +12018,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11943,9 +12048,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12444,13 +12549,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12476,8 +12582,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12790,12 +12898,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12840,8 +12948,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12889,8 +12999,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12952,7 +13065,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13077,7 +13190,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13782,17 +13898,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14099,12 +14215,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14141,12 +14258,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15306,7 +15424,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15332,7 +15458,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16074,7 +16204,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18799,7 +18931,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18948,16 +19082,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19102,18 +19237,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19297,6 +19420,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22129,7 +22260,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24022,8 +24156,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24644,7 +24782,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26231,10 +26371,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27642,8 +27785,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29965,11 +30108,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30834,7 +30980,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30846,6 +30996,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32878,7 +33038,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33215,14 +33377,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33230,22 +33392,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Line2D.xml
msgid ""
@@ -34520,8 +34686,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34566,7 +34736,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34821,9 +34994,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35283,7 +35456,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36181,7 +36356,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36409,7 +36587,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36430,7 +36608,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37141,6 +37322,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37228,13 +37412,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39988,7 +40184,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40501,11 +40699,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40539,11 +40737,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40565,11 +40763,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40951,7 +41149,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42417,6 +42617,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46323,7 +46533,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/PopupMenu.xml
@@ -46562,7 +46774,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47291,7 +47505,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49977,8 +50195,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50001,15 +50230,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51607,17 +51843,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51626,8 +51873,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53557,11 +53810,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53998,7 +54255,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54142,13 +54401,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54331,7 +54596,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54471,6 +54740,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54483,7 +54764,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55338,7 +55622,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55957,6 +56244,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56142,7 +56437,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56291,7 +56588,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57518,7 +57817,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57534,7 +57836,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57725,7 +58029,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58992,6 +59296,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59053,6 +59360,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59075,7 +59385,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60212,6 +60525,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60241,6 +60559,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60282,7 +60605,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61635,38 +61960,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61684,15 +62015,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61702,15 +62035,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61723,7 +62057,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61731,7 +62065,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61741,15 +62075,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61761,17 +62096,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61784,9 +62121,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61794,8 +62131,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61810,7 +62147,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61828,15 +62165,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61848,29 +62187,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61898,87 +62241,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65152,21 +65495,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65179,7 +65526,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65208,7 +65555,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65218,22 +65597,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65246,8 +65638,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65445,16 +65839,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66711,10 +67105,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66725,8 +67124,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66878,7 +67277,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67410,6 +67811,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71564,6 +71981,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74103,7 +74524,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 6fe51a2de6..a9b6a9e2a9 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -548,7 +548,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -563,7 +564,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -617,8 +622,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -628,7 +634,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -682,7 +689,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -694,7 +702,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -936,12 +945,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1109,10 +1122,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3547,6 +3565,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4231,8 +4269,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4923,19 +4960,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4956,21 +4995,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4979,9 +5022,10 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5633,9 +5677,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5809,8 +5853,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6521,7 +6565,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6758,7 +6807,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7132,7 +7186,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7317,6 +7374,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7336,9 +7396,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7406,7 +7470,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8812,8 +8884,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8864,10 +8937,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9109,12 +9192,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9664,7 +9741,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9825,12 +9907,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9958,10 +10044,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -9978,6 +10063,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10118,7 +10218,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10475,14 +10578,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10492,22 +10595,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11796,7 +11899,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11889,7 +11992,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11917,9 +12022,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12419,13 +12524,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12451,8 +12557,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12765,12 +12873,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12815,8 +12923,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12864,8 +12974,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12927,7 +13040,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13052,7 +13165,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13757,17 +13873,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14074,12 +14190,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14116,12 +14233,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15281,7 +15399,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15307,7 +15433,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16048,7 +16178,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18773,7 +18905,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18922,16 +19056,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19076,18 +19211,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
@@ -19270,6 +19393,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22105,7 +22236,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -23997,8 +24131,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24618,7 +24756,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26202,10 +26342,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27612,8 +27755,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29913,11 +30056,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30762,7 +30908,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30774,6 +30924,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32803,7 +32963,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33140,14 +33302,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33155,21 +33317,24 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
+msgid "Returns the amount of points in the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
+msgid "Removes the point at index [code]index[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -34448,8 +34613,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34494,7 +34663,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34749,9 +34921,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35210,7 +35382,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36107,7 +36281,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36334,7 +36511,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36355,7 +36532,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37065,6 +37245,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37149,13 +37332,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39859,7 +40054,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40370,11 +40567,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40408,11 +40605,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40434,11 +40631,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40819,7 +41016,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42286,6 +42485,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46186,7 +46395,9 @@ msgid ""
msgstr ""
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
@@ -46425,7 +46636,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47154,7 +47367,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49835,8 +50052,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49859,15 +50087,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51463,17 +51698,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51482,8 +51728,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53412,11 +53664,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53853,7 +54109,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -53997,13 +54255,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54186,7 +54450,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54326,6 +54594,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54338,7 +54618,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55193,7 +55476,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55812,6 +56098,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -55997,7 +56291,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56146,7 +56442,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57373,7 +57671,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57389,7 +57690,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57579,7 +57882,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58844,6 +59147,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -58905,6 +59211,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -58927,7 +59236,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60064,6 +60376,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60093,6 +60409,10 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60134,7 +60454,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61489,38 +61811,54 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61538,15 +61876,19 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61556,15 +61898,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -61577,7 +61922,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -61585,7 +61930,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61595,15 +61940,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61615,17 +61963,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61638,9 +61988,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61648,8 +61998,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61664,7 +62014,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61682,15 +62032,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61702,29 +62054,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61752,87 +62108,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65008,21 +65364,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65035,7 +65395,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65064,7 +65424,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65074,22 +65466,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65102,8 +65507,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65301,16 +65708,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66558,10 +66965,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66572,8 +66984,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66725,7 +67137,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67257,6 +67671,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71407,6 +71837,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -73943,7 +74377,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index ffa15621df..5d8f2afe29 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -21,12 +21,13 @@
# paledega <paledega@yandex.ru>, 2022.
# Yekez <yasintonge@gmail.com>, 2022.
# Deleted User <noreply+46858@weblate.org>, 2022.
+# Mustafa Said Ağca <m.said.agca@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-23 03:56+0000\n"
-"Last-Translator: Deleted User <noreply+46858@weblate.org>\n"
+"PO-Revision-Date: 2022-08-08 15:59+0000\n"
+"Last-Translator: Mustafa Said Ağca <m.said.agca@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/tr/>\n"
"Language: tr\n"
@@ -90,7 +91,7 @@ msgstr "Kalıtılan:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
-msgstr ""
+msgstr "(%s'yi geçersiz kılar)"
#: doc/tools/make_rst.py
msgid "Default"
@@ -700,8 +701,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -716,7 +719,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"işlev yığınını temsil eden sözlük dizisi döndürür.\n"
"[codeblock]\n"
@@ -808,8 +815,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -819,7 +827,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -899,7 +908,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -911,7 +921,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"Doğrusal olarak iki sayı arasında, sınırlandırma öğesine (0 ila 1 arasında) "
"göre ara değer hesaplar (interpolate). [method inverse_lerp] yönteminin "
@@ -1333,19 +1344,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"Kod içindeki istiflenme konumunu yazdırır ve yanlızca hata ayıklayıcı "
-"(debugger) açıkken çalışır.\n"
-"Konsoldaki çıktı aşağıdaki gibi bir şey olacaktır.\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1590,18 +1599,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"[code]value[/code] değerini [code][istart, istop][/code] aralığından yola "
-"çıkarak [code][ostart, ostop][/code] aralığındaki karşılığına ölçekledirerek "
-"yerleştirir (haritalandırır).\n"
-"[codeblock]\n"
-"range_lerp(75, 0, 100, -1, 1) # 0.5 sonucunu döndürür. value=75, ilk aralık "
-"0 ila100, ikinci aralık -1 ila 1.\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
@@ -4259,6 +4266,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4943,8 +4970,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5636,19 +5662,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5669,21 +5697,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5693,9 +5725,10 @@ msgstr "Verilen değerin tanjantını döndürür."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6347,9 +6380,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6523,8 +6556,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -7235,7 +7268,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7472,7 +7510,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7846,7 +7889,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -8031,6 +8077,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -8050,9 +8099,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -8120,7 +8173,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9526,8 +9587,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9578,10 +9640,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9824,12 +9896,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -10375,7 +10441,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10536,12 +10607,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10669,10 +10744,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10689,6 +10763,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10829,7 +10918,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -11186,14 +11278,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -11203,22 +11295,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12509,7 +12601,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12602,7 +12694,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12630,9 +12724,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -13140,13 +13234,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -13172,8 +13267,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13486,12 +13583,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13536,8 +13633,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13585,8 +13684,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13648,7 +13750,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13773,7 +13875,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -14478,17 +14583,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14795,12 +14900,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14837,12 +14943,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -16004,7 +16111,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -16030,7 +16145,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16771,7 +16890,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19502,7 +19623,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19651,16 +19774,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19806,18 +19930,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Verilen bir değerin ark-sinüsünü döndürür."
@@ -20003,6 +20115,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22840,7 +22960,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24736,8 +24859,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -25362,7 +25489,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26952,10 +27081,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28368,8 +28500,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30671,11 +30803,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31521,7 +31656,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31533,6 +31672,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33564,7 +33713,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33901,14 +34052,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33916,22 +34067,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/Line2D.xml
msgid ""
@@ -35210,8 +35365,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -35256,7 +35415,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35511,9 +35673,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35974,7 +36136,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36885,7 +37049,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37114,7 +37281,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37135,7 +37302,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37856,6 +38026,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37944,13 +38117,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -40654,7 +40839,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -41170,11 +41357,11 @@ msgstr "Verilen bir değerin ark-sinüsünü döndürür."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41208,11 +41395,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41234,11 +41421,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41620,7 +41807,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -43107,6 +43296,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -47017,7 +47216,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/PopupMenu.xml
@@ -47256,7 +47457,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47986,7 +48189,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50667,8 +50874,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50691,15 +50909,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -52303,17 +52528,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -52322,8 +52558,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -54253,11 +54495,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54694,7 +54940,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54838,13 +55086,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55027,7 +55281,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -55167,6 +55425,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -55179,7 +55449,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56034,7 +56307,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56653,6 +56929,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56838,7 +57122,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56987,7 +57273,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -58216,7 +58504,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -58232,7 +58523,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -58422,7 +58715,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59689,6 +59982,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59750,6 +60046,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59772,7 +60071,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60909,6 +61211,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60939,6 +61246,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Verilen değerin sinüsünü döndürür."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60980,7 +61292,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -62340,38 +62654,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Verilen değerin sinüsünü döndürür."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62389,15 +62709,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62407,15 +62729,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -62428,7 +62751,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -62436,7 +62759,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62446,15 +62769,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62466,17 +62790,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62489,9 +62815,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62499,8 +62825,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62515,7 +62841,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62534,15 +62860,17 @@ msgstr "İki vektörün kalanını döndürür."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62554,29 +62882,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62604,87 +62936,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65865,21 +66197,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65892,7 +66228,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65921,7 +66257,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65931,22 +66299,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65959,8 +66340,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -66158,16 +66541,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -67419,10 +67802,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67433,8 +67821,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67590,7 +67978,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -68122,6 +68512,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -72293,6 +72699,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74832,7 +75242,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index b1272c6b3e..3714c11d88 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -13,12 +13,15 @@
# Vladyslav Anisimov <uniss@ua.fm>, 2022.
# Мирослав <hlopukmyroslav@gmail.com>, 2022.
# Гліб Соколов <ramithes@i.ua>, 2022.
+# Yan Chen <cyan97087@gmail.com>, 2022.
+# Богдан Матвіїв <bomtvv@gmail.com>, 2022.
+# Лев Дворский <ne3r0n@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-14 15:48+0000\n"
-"Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n"
+"PO-Revision-Date: 2022-11-25 12:13+0000\n"
+"Last-Translator: Лев Дворский <ne3r0n@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/uk/>\n"
"Language: uk\n"
@@ -27,7 +30,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -70,9 +73,8 @@ msgid "Method Descriptions"
msgstr "Описи методів"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Theme Property Descriptions"
-msgstr "Описи Властивостей Теми"
+msgstr "Описи тематичної нерухомості"
#: doc/tools/make_rst.py
msgid "Inherits:"
@@ -84,7 +86,6 @@ msgid "Inherited By:"
msgstr "Успадковано:"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "(overrides %s)"
msgstr "(перевизначає %s)"
@@ -93,17 +94,14 @@ msgid "Default"
msgstr "Типовий"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Setter"
msgstr "Встановлювач"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "value"
msgstr "значення"
#: doc/tools/make_rst.py
-#, fuzzy
msgid "Getter"
msgstr "Отримувач"
@@ -441,18 +439,15 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
-"Повертає абсолютне значення параметру [code]s[/code] (тобто значення без "
-"знака, працює для цілих чисел і чисел із рухомою крапкою).\n"
+"Повертає гіперболічний косинус [code]s[/code] у радіанах.\n"
"[codeblock]\n"
-"# a дорівнює 1\n"
-"a = abs(-1)\n"
+"print(cosh(1)) # Виведе 1.543081\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -611,7 +606,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -626,7 +622,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -676,8 +676,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -687,7 +688,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -741,7 +743,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -753,7 +756,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -944,7 +948,6 @@ msgid ""
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -952,12 +955,9 @@ msgid ""
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
-"Повертає арксинус [code]s[/code] у радіанах. Використовується для отримання "
-"кута синуса [code]s[/code].\n"
+"Повертає результат [code]base[/code], піднятий до степеню [code]exp[/code].\n"
"[codeblock]\n"
-"# s дорівнює 0.523599 або 30 градусів, якщо конвертувати за допомогою "
-"rad2deg(s)\n"
-"s = asin(0.5)\n"
+"pow(2, 5) # Повертає 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1003,12 +1003,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1176,10 +1180,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3621,6 +3630,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4305,8 +4334,7 @@ msgstr "Анімація 2D спрайтів"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4998,19 +5026,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5031,21 +5061,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5055,9 +5089,10 @@ msgstr "Повертає тангенс параметра."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5709,9 +5744,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5885,8 +5920,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6603,7 +6638,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6840,7 +6880,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7214,7 +7259,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7399,6 +7447,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7418,9 +7469,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7488,7 +7543,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8894,8 +8957,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8946,12 +9010,22 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
+msgstr "Звукові шини"
+
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
@@ -9192,12 +9266,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr "Звукові шини"
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9743,7 +9811,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9904,12 +9977,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10037,10 +10114,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10057,6 +10133,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10197,7 +10288,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10554,14 +10648,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10571,22 +10665,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11878,7 +11972,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11971,7 +12065,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11999,9 +12095,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12503,13 +12599,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12535,8 +12632,10 @@ msgstr "Власне малювання в 2D"
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12849,12 +12948,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12899,8 +12998,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12948,8 +13049,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13011,7 +13115,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13136,7 +13240,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13841,17 +13948,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14159,12 +14266,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14201,12 +14309,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15366,7 +15475,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15392,7 +15509,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16133,7 +16254,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18864,7 +18987,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19013,16 +19138,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19168,18 +19294,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Повертає арксинус параметра."
@@ -19365,6 +19479,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22199,7 +22321,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24091,8 +24216,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24713,7 +24842,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26301,10 +26432,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27720,8 +27854,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30023,11 +30157,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30873,7 +31010,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30885,6 +31026,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32909,7 +33060,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33246,14 +33399,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33261,22 +33414,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Повертає мінімальний кут до заданого вектора у радіанах."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/Line2D.xml
msgid ""
@@ -34552,8 +34709,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34598,7 +34759,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34853,9 +35017,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35316,7 +35480,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36226,7 +36392,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36455,7 +36624,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36476,7 +36645,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37193,6 +37365,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37281,13 +37456,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39991,7 +40178,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40507,11 +40696,11 @@ msgstr "Повертає кут до заданого вектора у раді
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40545,11 +40734,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40571,11 +40760,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40957,7 +41146,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -41918,7 +42109,6 @@ msgid ""
msgstr ""
#: doc/classes/PacketPeer.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
"parameters instead.\n"
@@ -41928,12 +42118,14 @@ msgid ""
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
-"Декодує масив байтів назад у значення. Якщо [code]allow_objects[/code] "
-"дорівнює [code]true[/code], декодування об'єктів дозволено.\n"
-"[b]ПОПЕРЕДЖЕННЯ:[/b] десеріалізований об'єкт може містити виконуваний код. "
-"Не використовуйте цю опцію, якщо серіалізований об'єкт отримано із "
-"неперевірених джерел задля уникнення потенційних порушень безпеки "
-"(віддаленого виконування коду)."
+"[i]Застаріло.[/i] Натомість використовуйте параметри [code]get_var[/code] і "
+"[code]put_var[/code].\n"
+"Якщо [code]true[/code], PacketPeer дозволить кодувати та декодувати об’єкт "
+"за допомогою [method get_var] і [method put_var].\n"
+"[b]Попередження: [/b] Десеріалізовані об’єкти можуть містити код, який "
+"виконується. Не використовуйте цей параметр, якщо серіалізований об’єкт "
+"походить із ненадійних джерел, щоб уникнути потенційних загроз безпеці, "
+"наприклад віддаленого виконання коду."
#: doc/classes/PacketPeer.xml
msgid ""
@@ -42437,6 +42629,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46345,7 +46547,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/PopupMenu.xml
@@ -46584,7 +46788,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47314,7 +47520,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49995,8 +50205,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50019,15 +50240,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51624,17 +51852,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51643,8 +51882,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53574,11 +53819,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54015,7 +54264,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54159,13 +54410,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54348,7 +54605,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54488,6 +54749,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54500,7 +54773,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55355,7 +55631,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55975,6 +56254,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56160,7 +56447,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56309,7 +56598,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57536,7 +57827,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57552,7 +57846,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57743,7 +58039,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59010,6 +59306,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59071,6 +59370,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59093,7 +59395,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60230,6 +60535,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60260,6 +60570,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60301,7 +60616,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61659,39 +61976,46 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
-msgstr ""
+"theme has [code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61708,15 +62032,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61728,16 +62054,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61748,16 +62075,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61766,16 +62094,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61786,17 +62116,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61809,9 +62141,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61819,8 +62151,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61835,7 +62167,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61852,18 +62184,22 @@ msgid ""
msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
@@ -61872,31 +62208,38 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61925,87 +62268,88 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65185,21 +65529,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65212,7 +65560,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65241,7 +65589,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65251,22 +65631,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65279,8 +65672,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65478,16 +65873,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66739,10 +67134,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66753,8 +67153,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66906,7 +67306,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67438,6 +67840,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71607,6 +72025,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74150,7 +74572,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 60ab8769ab..962440bfab 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -8,12 +8,13 @@
# Hung <hungthitkhia@gmail.com>, 2021.
# Giacat Buile <hatconan20024@gmail.com>, 2021.
# Quinn Le <quinnsgn@gmail.com>, 2021.
+# TrieuPhong <trieuphong965@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-04-25 15:12+0000\n"
-"Last-Translator: IoeCmcomc <hopdaigia2004@gmail.com>\n"
+"PO-Revision-Date: 2022-09-09 12:42+0000\n"
+"Last-Translator: TrieuPhong <trieuphong965@gmail.com>\n"
"Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/vi/>\n"
"Language: vi\n"
@@ -21,7 +22,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.12.1-dev\n"
+"X-Generator: Weblate 4.14.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -688,8 +689,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -704,7 +707,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Trả về một mảng từ điển đại diện cho chồng đệ quy hiện tại.\n"
"[codeblock]\n"
@@ -796,8 +803,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -807,7 +815,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -879,7 +888,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -891,7 +901,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1214,12 +1225,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1393,10 +1408,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3898,6 +3918,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4591,8 +4631,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -5298,19 +5337,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5331,21 +5372,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5355,9 +5400,10 @@ msgstr "Trả về [Texture2D] của khung hình được cho."
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -6009,9 +6055,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -6184,10 +6230,13 @@ msgid ""
msgstr ""
#: doc/classes/AnimationPlayer.xml
+#, fuzzy
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
+"Chạy hoạt ảnh tên là [code]anim[/code]. Nếu không cung cấp [code]anim[/code] "
+"nào, thì chạy hoạt ảnh hiện tại."
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
@@ -6898,7 +6947,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -7135,7 +7189,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7509,7 +7568,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7694,6 +7756,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7713,9 +7778,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7783,7 +7852,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -9189,8 +9266,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -9241,10 +9319,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9487,12 +9575,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -10038,7 +10120,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10199,12 +10286,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -10332,10 +10423,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10352,6 +10442,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10492,7 +10597,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10849,14 +10957,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10866,22 +10974,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -12173,7 +12281,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12266,7 +12374,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -12294,9 +12404,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12799,13 +12909,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12831,8 +12942,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13145,12 +13258,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13195,8 +13308,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13244,8 +13359,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13307,7 +13425,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13432,7 +13550,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -14138,17 +14259,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14455,12 +14576,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14497,12 +14619,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15663,7 +15786,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15689,7 +15820,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16431,7 +16566,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -19163,7 +19300,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -19312,16 +19451,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19467,18 +19607,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Trả về sin nghịch đảo của tham số."
@@ -19664,6 +19792,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22499,7 +22635,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24393,8 +24532,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -25015,7 +25158,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26603,10 +26748,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -28017,8 +28165,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -30321,11 +30469,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -31171,7 +31322,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -31183,6 +31338,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -33209,7 +33374,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33546,14 +33713,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33561,22 +33728,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "Trả về sin của tham số."
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "Trả về sin của tham số."
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "Trả về sin của tham số."
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "Trả về sin của tham số."
#: doc/classes/Line2D.xml
msgid ""
@@ -34853,8 +35024,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34899,7 +35074,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -35154,9 +35332,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35617,7 +35795,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36526,7 +36706,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36756,7 +36939,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36777,7 +36960,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37497,6 +37683,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37585,13 +37774,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -40295,7 +40496,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40811,11 +41014,11 @@ msgstr "Trả về sin nghịch đảo của tham số."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40849,11 +41052,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40875,11 +41078,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -41261,7 +41464,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42745,6 +42950,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46657,7 +46872,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Trả về sin của tham số."
#: doc/classes/PopupMenu.xml
@@ -46897,7 +47114,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47627,7 +47846,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50311,8 +50534,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -50335,15 +50569,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51945,17 +52186,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51964,8 +52216,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53895,11 +54153,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -54336,7 +54598,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54480,13 +54744,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54669,7 +54939,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54809,6 +55083,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54821,7 +55107,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55676,7 +55965,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -56297,6 +56589,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56482,7 +56782,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56631,7 +56933,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57860,7 +58164,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57876,7 +58183,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -58066,7 +58375,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -59333,6 +59642,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59394,6 +59706,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59416,7 +59731,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60553,6 +60871,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60583,6 +60906,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "Trả về sin của tham số."
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60624,7 +60952,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61983,38 +62313,44 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Trả về sin của tham số."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62032,15 +62368,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62050,15 +62388,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
@@ -62071,7 +62410,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
@@ -62079,7 +62418,7 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62089,15 +62428,16 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62109,17 +62449,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62132,9 +62474,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62142,8 +62484,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -62158,7 +62500,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -62177,15 +62519,17 @@ msgstr "Trả về phần dư của hai vector."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62197,29 +62541,33 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -62247,87 +62595,87 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65511,21 +65859,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65538,7 +65890,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65567,7 +65919,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65577,22 +65961,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65605,8 +66002,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65804,16 +66203,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -67065,10 +67464,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -67079,8 +67483,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -67235,7 +67639,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67771,6 +68177,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71943,6 +72365,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74489,7 +74915,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
@@ -75915,3 +76343,5 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
+"Nếu [code] true [/code], các nút con sẽ được sắp xếp, nếu không, tính năng "
+"sắp xếp sẽ bị vô hiệu hóa."
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 7647bf0081..966ec9b0f9 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -58,11 +58,13 @@
# 苏轼 <youwanyuyu@gmail.com>, 2021.
# ErrorDreemurr <diandaokui@qq.com>, 2021.
# 烧风 <hk-shao@foxmail.com>, 2022.
+# Yan Chen <cyan97087@gmail.com>, 2022.
+# Caten <catenhu@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-31 16:43+0000\n"
+"PO-Revision-Date: 2022-12-12 06:48+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -71,7 +73,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
-"X-Generator: Weblate 4.14-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -369,7 +371,7 @@ msgid ""
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats (remote code execution)."
msgstr ""
-"将字节数组解码返回一个值。当 [code]allow_objects[/code] 为 [code]true[/code] "
+"将字节数组解码回一个值。当 [code]allow_objects[/code] 为 [code]true[/code] "
"时,允许解码对象。\n"
"[b]警告:[/b]反序列化得到的对象可能包含可执行的代码。如果序列化的对象的来源不"
"可信,请不要激活此选项,以避免潜在的安全威胁(远程执行代码)。"
@@ -684,7 +686,8 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
-"返回 [code]a/b[/code] 的浮点模数,对正负数进行一致的循环。\n"
+",对正负数进行一致的循环返回 [code]a/b[/code] 的浮点模数,对正负数进行一致的"
+"循环。\n"
"[codeblock]\n"
"for i in 7:\n"
" var x = 0.5 * i - 1.5\n"
@@ -695,10 +698,10 @@ msgstr ""
"-1.5 -0.0 0.0\n"
"-1.0 -1.0 0.5\n"
"-0.5 -0.5 1.0\n"
-" 0.0 0.0 0.0\n"
-" 0.5 0.5 0.5\n"
-" 1.0 1.0 1.0\n"
-" 1.5 0.0 0.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -716,8 +719,8 @@ msgid ""
"[/codeblock]"
msgstr ""
"返回对 [code]instance[/code] 节点中指定函数 [code]funcname[/code] 的引用。由"
-"于函数在GDScript中不是一级对象,因此请使用 [code]funcref[/code] 将 [FuncRef] "
-"存储在变量中,然后再调用它。\n"
+"于函数在 GDScript 中不是一级对象,因此请使用 [code]funcref[/code] 将 "
+"[FuncRef] 存储在变量中,然后再进行调用。\n"
"[codeblock]\n"
"func foo():\n"
" return(\"bar\")\n"
@@ -727,8 +730,10 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -743,7 +748,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"返回一个表示当前调用堆栈的字典数组。\n"
"[codeblock]\n"
@@ -834,8 +843,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -845,13 +855,15 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
"返回插值或外推的因子。范围用 [code]from[/code] 和 [code]to[/code] 指定,插值"
"后的值用 [code]weight[/code] 指定。如果 [code]weight[/code] 在 [code]from[/"
"code] 和 [code]to[/code] 之间(包含),那么返回的值在 [code]0.0[/code] 和 "
"[code]1.0[/code] 之间。如果 [code]weight[/code] 在该范围之外,则返回的是外推"
-"因子(返回值小于 [code]0.0[/code] 或大于 [code]1.0[/code])。\n"
+"因子(返回值小于 [code]0.0[/code] 或大于 [code]1.0[/code])。如果不希望这样,"
+"请对 [method inverse_lerp] 的结果使用 [method clamp]。\n"
"[codeblock]\n"
"# 下面的 `lerp()` 调用时的插值比例是 0.75。\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -927,7 +939,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -939,11 +952,13 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr ""
"在两个值之间按照 [code]weight[/code] 定义的因数进行线性插值。进行插值时,"
"[code]weight[/code] 应该在 [code]0.0[/code] 和 [code]1.0[/code] 之间(包"
-"含)。然而,在此区间外的值也是允许的,可用于执行[i]外推[/i]。\n"
+"含)。然而,在此区间外的值也是允许的,可用于执行[i]外推[/i]。如果不希望这样,"
+"请对 [method lerp] 的结果使用 [method clamp]。\n"
"如果 [code]from[/code] 和 [code]to[/code] 参数类型是 [int] 或 [float],返回值"
"都是 [float]。\n"
"如果两者都是相同的向量类型([Vector2]、[Vector3]或[Color]),返回值将是相同的"
@@ -954,7 +969,8 @@ msgstr ""
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # 返回 Vector2(2, 3.5)\n"
"[/codeblock]\n"
"另请参阅本操作的逆运算 [method inverse_lerp]。要执行缓动的 [method lerp] 插"
-"值,请将其与 [method ease] 或 [method smoothstep] 组合。"
+"值,请将其与 [method ease] 或 [method smoothstep] 组合。另请参阅 [method "
+"range_lerp],可以将一系列连续的值映射到另一个上。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1254,10 +1270,10 @@ msgstr ""
"-3 0 0\n"
"-2 -2 1\n"
"-1 -1 2\n"
-" 0 0 0\n"
-" 1 1 1\n"
-" 2 2 2\n"
-" 3 0 0\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1340,18 +1356,17 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
-"在代码位置打印堆栈轨迹,仅在打开调试器的情况下运行。\n"
-"控制台中的输出如下所示:\n"
-"[codeblock]\n"
-"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -1612,16 +1627,25 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
-"将 [code]value[/code] 从范围 [code][istart, istop][/code] 映射到 [code]"
-"[ostart, ostop][/code]。\n"
+"将范围 [code][istart, istop][/code] 中的值 [code]value[/code] 映射到 [code]"
+"[ostart, ostop][/code] 中。另请参阅 [method lerp] 和 [method inverse_lerp]。"
+"如果 [code]value[/code] 在 [code][istart, istop][/code] 之外,则结果也会在 "
+"[code][ostart, ostop][/code] 之外。如果不希望这样,请对 [method range_lerp] "
+"的结果使用 [method clamp]。\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # 返回 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"如果是更复杂的情况,要用到多个范围,请考虑使用 [Curve] 或 [Gradient] 代替。"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
@@ -3706,19 +3730,19 @@ msgstr "游戏手柄 SDL 杂项按钮。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 1 button."
-msgstr "游戏手柄 SDL 拨片1按钮。"
+msgstr "游戏手柄 SDL 拨片 1 按钮。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 2 button."
-msgstr "游戏手柄 SDL 拨片2按钮。"
+msgstr "游戏手柄 SDL 拨片 2 按钮。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 3 button."
-msgstr "游戏手柄 SDL 拨片3按钮。"
+msgstr "游戏手柄 SDL 拨片 3 按钮。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 4 button."
-msgstr "游戏手柄 SDL 拨片4按钮。"
+msgstr "游戏手柄 SDL 拨片 4 按钮。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL touchpad button."
@@ -3734,7 +3758,7 @@ msgstr "游戏手柄左扳机键。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick click."
-msgstr "游戏手柄左键点击。"
+msgstr "游戏手柄左摇杆点击。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right Shoulder button."
@@ -3746,7 +3770,7 @@ msgstr "游戏手柄的右扳机键。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick click."
-msgstr "游戏手柄右键单击。"
+msgstr "游戏手柄右摇杆点击。"
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick horizontal axis."
@@ -4175,8 +4199,8 @@ msgid ""
"above the max or below the min values. Example: [code]\"-360,360,1,"
"or_greater,or_lesser\"[/code]."
msgstr ""
-"通过提示串[code]\"min,max\"[/code] 或[code]\"min,max,step\"[/code]来提示一个"
-"整数或浮点数属性应当落在指定范围内。提示串可以选择性地包含 "
+"通过提示串 [code]\"min,max\"[/code] 或 [code]\"min,max,step\"[/code] 来提示一"
+"个整数或浮点数属性应当落在指定范围内。提示串可以选择性地包含 "
"[code]\"or_greater\"[/code] 与/或 [code]\"or_lesser\"[/code] 来允许手动输入的"
"值超过或低于最大最小值。例如:[code]\"-360,360,1,or_greater,or_lesser\"[/"
"code]。"
@@ -4232,8 +4256,8 @@ msgid ""
"easing."
msgstr ""
"提示一个浮点数属性应当通过指数缓动函数来编辑。此处的提示串可以包含 "
-"[code]\"attenuation\"[/code] 来翻转曲线的水平方向,并且/或者也可以通过"
-"[code]\"inout\"[/code]来控制是否缓入缓出。"
+"[code]\"attenuation\"[/code] 来翻转曲线的水平方向,并且/或者也可以通过 "
+"[code]\"inout\"[/code] 来控制是否缓入缓出。"
#: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused."
@@ -4328,8 +4352,8 @@ msgid ""
"Editing it will show a popup menu of valid resource types to instantiate."
msgstr ""
"提示一个属性是一个 [Resource] 派生类的实例,可以通过提示字符串指定(例如 "
-"[code]\"Texture\"[/code])。编辑该属性时会显示一个列举了可用的待实例化的资源"
-"类型的弹出菜单。"
+"[code]\"Texture\"[/code])。编辑该属性时会显示一个弹出菜单,列举了可用的待实"
+"例化的资源类型。"
#: doc/classes/@GlobalScope.xml
msgid ""
@@ -4365,6 +4389,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr "提示一个图片使用了无损压缩进行压缩。"
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr "将属性序列化并保存到场景文件中(默认)。"
@@ -4962,8 +5006,8 @@ msgstr ""
"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/"
"code],然后在自己的逻辑中处理对话框的隐藏。\n"
"[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻"
-"辑会覆盖此设置。例如,[FileDialog] 默认其为 [code]false[/code],并在按下确定"
-"时实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 "
+"辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时"
+"实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 "
"[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。"
#: doc/classes/AcceptDialog.xml
@@ -5152,8 +5196,7 @@ msgstr "2D 精灵动画"
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr "2D Dodge The Creeps 演示"
@@ -5560,16 +5603,16 @@ msgid ""
"Returns the in handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回由 [code]key_idx[/code] 识别的键的输入句柄,[code]track_idx[/code] 必须是"
-"贝塞尔轨道的索引。"
+"返回由 [code]key_idx[/code] 识别的键的入点手柄,[code]track_idx[/code] 必须是"
+"贝赛尔曲线轨道的索引。"
#: doc/classes/Animation.xml
msgid ""
"Returns the out handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
-"返回由 [code]key_idx[/code] 识别的键的输出句柄,[code]track_idx[/code] 必须是"
-"贝塞尔轨道的索引。"
+"返回由 [code]key_idx[/code] 识别的键的出点手柄,[code]track_idx[/code] 必须是"
+"贝赛尔曲线轨道的索引。"
#: doc/classes/Animation.xml
msgid ""
@@ -6002,22 +6045,27 @@ msgstr ""
"[AnimationRootNode] 时才有用,否则编辑器将不会显示你的节点进行添加。"
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
-msgstr "获取此节点的文本标题(由某些编辑器使用)。"
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
+msgstr ""
+"继承 [AnimationRootNode] 时,实现这个虚方法可以覆盖这个节点的标题文本。"
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
-msgstr "按索引获取一个子节点(由继承 [AnimationRootNode] 的编辑器使用)。"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
+msgstr ""
+"继承 [AnimationRootNode] 时,实现这个虚方法可以根据名称 [code]name[/code] 来"
+"返回对应的子节点。"
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
-"按照 [code]name: node[/code] 字典的顺序获取所有子节点。仅在继承 "
-"[AnimationRootNode] 时有用。"
+"继承 [AnimationRootNode] 时,实现这个虚方法可以用 [code]名称:节点[/code] 字典"
+"的形式按顺序返回所有子节点。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6039,26 +6087,33 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
-"获取一个参数的默认值。参数是用于节点的自定义本地内存,给定资源可以在多个树中"
-"重用。"
+"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数“[code]name[/code]”的"
+"默认值。参数是节点的自定义本地存储,资源可以在多个树中重用。"
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
-"获取参数的属性信息。参数是你的节点使用的自定义本地内存,给定的资源可以在多个"
-"树中重复使用。格式类似于[method Object.get_property_list]。"
+"继承 [AnimationRootNode] 时,实现这个虚方法可以返回这个节点的属性列表。参数是"
+"节点的自定义本地存储,资源可以在多个树中重用。格式与 [method Object."
+"get_property_list] 类似。"
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
-msgstr "返回 [code]true[/code],是否希望混合树编辑器在此节点上显示过滤器编辑。"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
+msgstr ""
+"继承 [AnimationRootNode] 时,实现这个虚方法可以返回混合树编辑器是否应该在这个"
+"节点上显示过滤器编辑。"
#: doc/classes/AnimationNode.xml
msgid "Returns whether the given path is filtered."
@@ -6066,21 +6121,23 @@ msgstr "返回是否对给定的路径进行过滤。"
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
"This function should return the time left for the current animation to "
"finish (if unsure, pass the value from the main blend being called)."
msgstr ""
-"用户定义的回调,会在处理自定义节点时调用。时间参数 [code]time[/code] 是一个相"
-"对的增量,除非 [code]seek[/code] 是 [code]true[/code],此时它是绝对的时间。\n"
-"请在这里调用 [method blend_input]、[method blend_node] 或 [method "
+"继承 [AnimationRootNode] 时,实现这个虚方法可以在这个节点进行处理时执行代码。"
+"参数 [code]time[/code] 是相对增量,除非 [code]seek[/code] 为 [code]true[/"
+"code],此时为绝对时间。\n"
+"请在此处调用 [method blend_input]、[method blend_node] 或 [method "
"blend_animation] 函数。你也可以使用 [method get_parameter] 和 [method "
-"set_parameter] 来修改本地内存。\n"
-"这个函数应该返回当前动画完成的剩余时间(如果不确定,请传递被调用的主混合"
+"set_parameter] 来修改本地存储。\n"
+"这个函数应当返回当前动画还需多少时间完成(不确定的话,请传递调用主混合的"
"值)。"
#: doc/classes/AnimationNode.xml
@@ -6810,19 +6867,19 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
"[/codeblock]"
msgstr ""
-"设置此条件,开启自动前进。提供的名称将成为 [AnimationTree] 上的一个布尔参数,"
-"可以通过代码控制,请参阅 [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]。例如,如果 [member AnimationTree."
-"tree_root] 是一个 [AnimationNodeStateMachine],[member advance_condition] 被"
-"设置为 [code]\"idle\"[/code]。\n"
+"这个条件为真时,将开启自动前进。提供的名称将成为 [AnimationTree] 上的布尔参"
+"数,可以通过代码控制,请参阅 [url=$DOCS_URL/tutorials/animation/"
+"animation_tree.html#controlling-from-code]使用 AnimationTree[/url]。例如,如"
+"果 [member AnimationTree.tree_root] 是一个 [AnimationNodeStateMachine],"
+"[member advance_condition] 被设置为 [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -7031,11 +7088,11 @@ msgstr "返回 [code]animation[/code] 的名称,如果没有找到,则返回
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
-"返回键为 [code]name[/code] 的 [Animation] 动画,未找到时为 [code]null[/"
-"code]。"
+"返回键为 [code]name[/code] 的 [Animation] 动画。如果该动画不存在,将返回 "
+"[code]null[/code] 并在日志中记录错误。"
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
@@ -7634,7 +7691,7 @@ msgstr "返回给定其名称的 OneShot 节点的淡出时间。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node will auto restart given its name."
-msgstr "返回OneShot节点是否会根据其名称自动重新启动。"
+msgstr "返回 OneShot 节点是否会根据其名称自动重新启动。"
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node is active given its name."
@@ -7716,8 +7773,9 @@ msgid ""
"If applied after a blend or mix, affects all input animations to that blend "
"or mix."
msgstr ""
-"设置名称为 [code]id[/code] 的TimeScale节点的时间缩放为[code]scale[/code]。\n"
-"时间缩放节点用来加快[Animation]的速度,如果缩放高于1,就会减慢它们。\n"
+"设置名称为 [code]id[/code] 的 TimeScale 节点的时间缩放为 [code]scale[/"
+"code]。\n"
+"时间缩放节点用来加快 [Animation] 的速度,如果缩放高于1,就会减慢它们。\n"
"如果在混合后应用,会影响到该混合的所有输入动画。"
#: doc/classes/AnimationTreePlayer.xml
@@ -7727,9 +7785,9 @@ msgid ""
"This functions as a seek in the [Animation] or the blend or mix of "
"[Animation]s input in it."
msgstr ""
-"设置名称为 [code]id[/code] 的TimeSeek节点的时间查寻值为[code]seconds[/"
+"设置名称为 [code]id[/code] 的 TimeSeek 节点的时间查寻值为 [code]seconds[/"
"code]。\n"
-"这在[Animation]或输入的[Animation]的混合中起到查寻的作用。"
+"这在 [Animation] 或输入的 [Animation] 的混合中起到查寻的作用。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7763,8 +7821,8 @@ msgid ""
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
-"如果过渡节点上名称为 [code]id[/code] 的[code]input_idx[/code]的输入被设置为在"
-"完成后自动前进到下一个输入,则返回 [code]true[/code]。"
+"如果过渡节点上名称为 [code]id[/code] 的 [code]input_idx[/code] 的输入被设置为"
+"在完成后自动前进到下一个输入,则返回 [code]true[/code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7778,8 +7836,8 @@ msgid ""
"The transition node with name [code]id[/code] advances to its next input "
"automatically when the input at [code]input_idx[/code] completes."
msgstr ""
-"当[code]input_idx[/code]处的输入完成后,名称为 [code]id[/code] 的过渡节点自动"
-"进行到下一个输入。"
+"当 [code]input_idx[/code] 处的输入完成后,名称为 [code]id[/code] 的过渡节点自"
+"动进行到下一个输入。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7792,13 +7850,13 @@ msgid ""
"The transition node with name [code]id[/code] sets its cross fade time to "
"[code]time_sec[/code]."
msgstr ""
-"名称为 [code]id[/code] 的过渡节点将其交叉淡化时间设置为[code]time_sec[/"
+"名称为 [code]id[/code] 的过渡节点将其交叉淡化时间设置为 [code]time_sec[/"
"code]。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
-msgstr "如果为 [code]true[/code],[AnimationTreePlayer]就能够播放动画。"
+msgstr "如果为 [code]true[/code],[AnimationTreePlayer] 就能够播放动画。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7807,7 +7865,7 @@ msgid ""
"[AnimationPlayer] would point its Root Node at."
msgstr ""
"相对访问其他节点的节点。\n"
-"它访问骨骼,应该指向[AnimationPlayer]将指向其根节点的同一个节点。"
+"它访问骨骼,应该指向 [AnimationPlayer] 将指向其根节点的同一个节点。"
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -7817,7 +7875,7 @@ msgid ""
msgstr ""
"通过 [AnimationPlayer] 的路径,此 [AnimationTreePlayer] 将动画绑定到动画节"
"点。\n"
-"设置后,[Animation]节点可以添加到[AnimationPlayer]。"
+"设置后,[Animation] 节点可以添加到 [AnimationPlayer]。"
#: doc/classes/AnimationTreePlayer.xml
msgid "The thread in which to update animations."
@@ -7871,10 +7929,19 @@ msgstr "用于检测和物理及音频影响的 3D 区域。"
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
-msgstr ""
-"检测 [CollisionObject] 节点重叠、进入或退出的 3D 区域。还可以改变或覆盖局部物"
-"理参数(重力、阻尼),并将音频路由到自定义音频总线。"
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
+msgstr ""
+"3D 区域可以检测到 [CollisionObject] 节点间的重叠、进入及退出。也可以修改或覆"
+"盖局部的物理参数(重力、阻尼)、将音频导流至自定义的音频总线。\n"
+"要为区域设置形状,请将一个 [CollisionShape] 或 [CollisionPolygon] 节点添加为"
+"该区域的[i]直接[/i]子节点(或者添加多个这种节点作为直接子节点)。\n"
+"[b]警告:[/b]使用凹多边形(也叫“三角形网格”)作为区域的形状时,可能产生出乎预"
+"料的行为,见 [ConcavePolygonShape]。"
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -7946,7 +8013,7 @@ msgid ""
"details about damping."
msgstr ""
"物体在此区域停止旋转的速度。代表每秒损失的角速度.\n"
-"关于阻尼的更多细节,见[member ProjectSettings.physics/3d/"
+"关于阻尼的更多细节,见 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
@@ -7964,8 +8031,8 @@ msgid ""
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
-"该区域内的重力强度(单位:m/s^2)。这个值是重力向量的倍数。这个量在改变引力大"
-"小而不改变其方向很有用。"
+"该区域内的重力强度(单位为米每秒的平方)。这个值是重力向量的倍数。这个量在改"
+"变引力大小而不改变其方向很有用。"
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
@@ -8051,7 +8118,7 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
-"当另一个 Area 进入这个 Area 时触发。需要将监控 [member monitoring] 设置为 "
+"当另一个 Area 进入这个 Area 时触发。需要 [member monitoring] 被设置为 "
"[code]true[/code]。\n"
"[code]area[/code] 参数是另外一个 Area。"
@@ -8061,9 +8128,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
-"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为 "
+"当另一个区域退出这个区域时发出的。要求 [member monitoring] 被设置为 "
"[code]true[/code]。\n"
-"[code]area[/code]参数是另外一个Area。"
+"[code]area[/code] 参数是另外一个 Area。"
#: doc/classes/Area.xml
msgid ""
@@ -8079,17 +8146,17 @@ msgid ""
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
-"当另一个区域的一个[Shape]进入这个区域的一个[Shape]时发出的。要求[member "
+"当另一个区域的一个 [Shape] 进入这个区域的一个 [Shape] 时发出的。要求 [member "
"monitoring] 被设置为 [code]true[/code]。\n"
-"[code]area_rid[/code] [PhysicsServer]使用的其他区域的[CollisionObject]的"
+"[code]area_rid[/code] [PhysicsServer]使用的其他区域的 [CollisionObject] 的 "
"[RID]。\n"
"[code]area[/code] 其他区域。\n"
-"[code]area_shape_index[/code] [PhysicsServer]使用的其他区域的[Shape]的索引。"
-"用[code]area.shape_owner_get_owner(area_shape_index)[/code]获得"
-"[CollisionShape]节点。\n"
-"[code]local_shape_index[/code]是[PhysicsServer]使用的该区域的[Shape]的索引。"
-"用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得"
-"[CollisionShape]节点。"
+"[code]area_shape_index[/code] [PhysicsServer] 使用的其他区域的 [Shape] 的索"
+"引。用 [code]area.shape_owner_get_owner(area_shape_index)[/code] 获得 "
+"[CollisionShape] 节点。\n"
+"[code]local_shape_index[/code] [PhysicsServer] 使用的该区域的 [Shape] 的索"
+"引。用 [code]self.shape_owner_get_owner(local_shape_index)[/code] 获得 "
+"[CollisionShape] 节点。"
#: doc/classes/Area.xml
msgid ""
@@ -8143,7 +8210,7 @@ msgstr ""
"[code]body[/code] [PhysicsBody] 或 [GridMap] 的 [Node],如果它存在于树中的"
"话。\n"
"[code]body_shape_index[/code] [PhysicsServer] 使用的 [PhysicsBody] 或 "
-"[GridMap] 的 [Shape]的索引。用 [code]body."
+"[GridMap] 的 [Shape] 的索引。用 [code]body."
"shape_owner_get_owner(body_shape_index)[/code] 获取 [CollisionShape] 节点。\n"
"[code]local_shape_index[/code] 这个区域的 [Shape] 的索引,由 [PhysicsServer] "
"使用。用 [code]self.shape_owner_get_owner(local_shape_index)[/code] 获得 "
@@ -8191,10 +8258,19 @@ msgstr "用于检测、物理和音频影响的 2D 区域。"
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
-msgstr ""
-"检测 [CollisionObject2D] 节点重叠、进入或退出的2D区域。还可以改变或覆盖局部物"
-"理参数(重力、阻尼),并将音频路由到一个自定义的音频总线。"
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
+msgstr ""
+"2D 区域可以检测到 [CollisionObject2D] 节点间的重叠、进入及退出。也可以修改或"
+"覆盖局部的物理参数(重力、阻尼)、将音频导流至自定义的音频总线。\n"
+"要为区域设置形状,请将一个 [CollisionShape2D] 或 [CollisionPolygon2D] 节点添"
+"加为该区域的[i]直接[/i]子节点(或者添加多个这种节点作为直接子节点)。\n"
+"[b]警告:[/b]使用凹多边形(也叫“三角形网格”)作为区域的形状时,可能产生出乎预"
+"料的行为,见 [ConcavePolygonShape2D]。"
#: doc/classes/Area2D.xml
msgid "Using Area2D"
@@ -8285,7 +8361,7 @@ msgid ""
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
-"该区域的重力强度(以像素/秒的平方为单位)。这个值是重力向量的倍数。这对改变引"
+"该区域的重力强度(单位为像素每秒的平方)。这个值是重力向量的倍数。这对改变引"
"力大小而不改变其方向很有用。"
#: doc/classes/Area2D.xml
@@ -8465,7 +8541,7 @@ msgstr ""
"点。\n"
"[code]local_shape_index[/code] 这个 Area2D 的 [Shape2D] 的索引,由 "
"[Physics2DServer] 使用。用 [code]self."
-"shape_owner_get_owner(local_shape_index)[/code]获取[CollisionShape2D]节点。"
+"shape_owner_get_owner(local_shape_index)[/code]获取 [CollisionShape2D] 节点。"
#: doc/classes/Array.xml
msgid "A generic array datatype."
@@ -8732,6 +8808,7 @@ msgstr ""
"较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
@@ -8740,7 +8817,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
"将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创"
"建给定大小数组并对其元素进行初始化:\n"
@@ -8949,8 +9029,8 @@ msgid ""
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]."
msgstr ""
-"调整数组至包含不同数量的元素。如果数组变小则清除多余元素,变大则新元素为 "
-"[code]null[/code]。"
+"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则"
+"新元素为 [code]null[/code]。"
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
@@ -8991,13 +9071,17 @@ msgid ""
"and upper index are inclusive, with the [code]step[/code] describing the "
"change between indices while slicing."
msgstr ""
-"复制函数中描述的子集并以数组形式返回,如果[code]deep[/code]为 [code]true[/"
-"code],则深度复制数组。下索引和上索引是包含的,[code]step[/code]描述了分片时"
+"复制函数中描述的子集并以数组形式返回,如果 [code]deep[/code] 为 [code]true[/"
+"code],则深度复制数组。下索引和上索引是包含的,[code]step[/code] 描述了分片时"
"索引之间的变化。"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -9017,6 +9101,7 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Array.xml
+#, fuzzy
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
@@ -9025,9 +9110,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -9109,9 +9198,8 @@ msgstr ""
"var m = MeshInstance.new()\n"
"m.mesh = arr_mesh\n"
"[/codeblock]\n"
-"这个 [MeshInstance] 已经准备就绪,以添加到要显示的 [SceneTree] 中。\n"
-"程序式几何体生成,请参阅 [ImmediateGeometry]、[MeshDataTool]、"
-"[SurfaceTool]。\n"
+"这个 [MeshInstance] 就可以添加到要显示的 [SceneTree] 中了。\n"
+"程序式几何体生成请参阅 [ImmediateGeometry]、[MeshDataTool]、[SurfaceTool]。\n"
"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。"
@@ -9138,7 +9226,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
"创建一个新的面。\n"
"创建面是为了使用 [code]primitive[/code] 进行渲染,可以是 [enum Mesh."
@@ -9149,7 +9245,14 @@ msgstr ""
"ArrayType]。例如,[code]arrays[0][/code] 是顶点的数组。总是需要第一个顶点子数"
"组,其他的可选。添加一个索引数组使这个函数进入“索引模式”,顶点和其他数组作为"
"数据来源,索引数组定义其顶点顺序。所有的子数组必须与顶点数组具有相同的长度,"
-"或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。"
+"或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。\n"
+"[code]compress_flags[/code] 是由 [enum Mesh.ArrayFormat] 枚举值组成的位域,默"
+"认为 [constant Mesh.ARRAY_COMPRESS_DEFAULT]。\n"
+"[b]注意:[/b][code]compress_flags[/code] 默认会启用 [constant Mesh."
+"ARRAY_COMPRESS_COLOR],所以顶点颜色会作为 8 位无符号整数存储。这会导致过亮颜"
+"色被钳制到 [code]Color(1, 1, 1, 1)[/code],降低颜色的精度。要存储 HDR 顶点颜"
+"色,请将 [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh.ARRAY_COMPRESS_COLOR[/"
+"code] 传入 [code]compress_flags[/code],移除顶点颜色压缩标志。"
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
@@ -9549,7 +9652,7 @@ msgid ""
"If provided by the [ARVRInterface], this returns a mesh associated with the "
"controller. This can be used to visualize the controller."
msgstr ""
-"如果由 [ARVRInterface]提供,则返回与控制器相关的网格。这可用于可视化控制器。"
+"如果由 [ARVRInterface] 提供,则返回与控制器相关的网格。这可用于可视化控制器。"
#: doc/classes/ARVRController.xml
msgid ""
@@ -9588,8 +9691,8 @@ msgid ""
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
-"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code]。如果更改,"
-"会相应地更新 [member ARVRPositionalTracker.rumble]。\n"
+"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code]。如果更改,会相"
+"应地更新 [member ARVRPositionalTracker.rumble]。\n"
"如果你想让控制器在限定时间内振动,这是一个有用的属性,可以将其动画化。"
#: doc/classes/ARVRController.xml
@@ -9685,10 +9788,10 @@ msgid ""
msgstr ""
"调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n"
"在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n"
-"[b]注意:[/b]对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用 "
-"AR/VR 模式。\n"
+"[b]注意:[/b]对于任何使用 Godot 主输出的设备,如移动 VR,你必须在主视口上启"
+"用 AR/VR 模式。\n"
"如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一"
-"只眼睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用 "
+"只眼睛而不失真。另外,你可以在场景中添加一个单独的视口节点,在该视口上启用 "
"AR/VR。它将被用来输出到 HMD,让你在主窗口中做你喜欢的事情,比如用一个单独的相"
"机作为旁观者相机,或者渲染一些完全不同的东西。\n"
"虽然目前没有使用,但你可以激活其他接口。如果你想跟踪其他平台的控制器,可能希"
@@ -10527,7 +10630,7 @@ msgstr ""
"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n"
"[/codeblock]\n"
"如果你把第 2 点的权重改为 3,那么结果就会变成 [code][1, 4, 3][/code],因为现"
-"在虽然距离长了,但通过第 4 点比通过第 2 点 “容易”。"
+"在虽然距离长了,但通过第 4 点比通过第 2 点“容易”。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -10841,10 +10944,10 @@ msgid ""
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PoolVector2Array] and will print an error message."
msgstr ""
-"返回一个数组,该数组包含了AStar2D在给定点之间找到的路径中的点。该数组从路径的"
-"起点到终点排序。\n"
-"[b]注意:[/b]这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回一"
-"个空的[PoolVector2Array],并打印一个错误信息。"
+"返回一个数组,该数组包含了 AStar2D 在给定点之间找到的路径中的点。该数组从路径"
+"的起点到终点排序。\n"
+"[b]注意:[/b]这个方法不是线程安全的。如果从 [Thread] 线程中调用,它将返回一个"
+"空的 [PoolVector2Array],并打印一个错误信息。"
#: doc/classes/AtlasTexture.xml
msgid ""
@@ -10914,7 +11017,7 @@ msgid ""
"the connections between buses. See [AudioServer] for usage."
msgstr ""
"存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法"
-"参阅 [AudioServer] 。"
+"见 [AudioServer] 。"
#: doc/classes/AudioEffect.xml
msgid "Audio effect for audio."
@@ -10926,8 +11029,9 @@ msgid ""
"resource is applied on."
msgstr "音频总线的基础资源。在该资源所应用的总线上应用音频效果。"
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr "音频麦克风录音演示"
@@ -10986,28 +11090,42 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
"AudioEffectCapture 是一种 AudioEffect,可将所附音频效果总线的所有音频帧复制到"
"其内部的环形缓冲器中。\n"
"应用程序代码应使用 [method get_buffer] 从该环形缓冲器中消耗这些音频帧,并根据"
-"需要进行处理,例如从麦克风捕获数据、实现应用程序定义的效果或通过网络传输音"
-"频。从麦克风捕获音频数据时,样本的格式为立体声 32 位浮点数 PCM。"
+"需要进行处理,例如从 [AudioStreamMicrophone] 捕获数据、实现应用程序定义的效果"
+"或通过网络传输音频。从麦克风捕获音频数据时,样本的格式为立体声 32 位浮点数 "
+"PCM。\n"
+"[b]注意:[/b][member ProjectSettings.audio/enable_audio_input] 必须为 "
+"[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操"
+"作系统隐私设置相关的说明。"
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
+msgstr "音频总线"
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
-"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回 "
+"如果内部环形缓冲区中至少有 [code]frames[/code] 个音频帧可供读取,则返回 "
"[code]true[/code]。"
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
-msgstr "清除内部环缓冲区。"
+msgstr "清除内部环形缓冲区。"
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -11017,13 +11135,13 @@ msgid ""
"samples if available, or an empty [PoolVector2Array] if insufficient data "
"was available."
msgstr ""
-"从内部环缓冲区获取下一个[code]frames[/code]音频样本。\n"
-"如果有的话,返回一个正好包含[code]frames[/code]音频样本的[PoolVector2Array],"
-"如果没有足够的数据,则返回一个空[PoolVector2Array]。"
+"从内部环形缓冲区获取后续 [code]frames[/code] 个音频样本。\n"
+"如果有的话,返回一个正好包含 [code]frames[/code] 个音频样本的 "
+"[PoolVector2Array],如果没有足够的数据,则返回一个空 [PoolVector2Array]。"
#: doc/classes/AudioEffectCapture.xml
msgid "Returns the total size of the internal ring buffer in frames."
-msgstr "返回内部环缓冲区的总大小,以帧为单位。"
+msgstr "返回内部环形缓冲区的总大小,以帧为单位。"
#: doc/classes/AudioEffectCapture.xml
msgid ""
@@ -11045,7 +11163,7 @@ msgid ""
"Length of the internal ring buffer, in seconds. Setting the buffer length "
"will have no effect if already initialized."
msgstr ""
-"内部环缓冲区的长度,单位是秒。如果已经初始化,设置缓冲区长度将没有效果。"
+"内部环形缓冲区的长度,单位为秒。如果已经初始化,设置缓冲区长度将没有效果。"
#: doc/classes/AudioEffectChorus.xml
msgid "Adds a chorus audio effect."
@@ -11270,12 +11388,6 @@ msgstr ""
"通过扭曲波形,频率内容会发生变化,这通常会使声音“清脆”或“粗糙”。对于游戏,它"
"可以非常有效地模拟来自一些饱和设备或扬声器的声音。"
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr "音频总线"
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr "失真度。值的范围可在 0 到 1 之间。"
@@ -11932,8 +12044,17 @@ msgstr ""
"[AudioEffect] 效果。"
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
-msgstr "返回系统上检测到的所有音频输入设备的名称。"
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+"返回系统中检测到的所有音频输入设备的名称。\n"
+"[b]注意:[/b][member ProjectSettings.audio/enable_audio_input] 必须为 "
+"[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操"
+"作系统隐私设置相关的说明。"
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
@@ -12092,7 +12213,7 @@ msgid ""
"Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/"
"code]."
msgstr ""
-"将索引 [code]bus_idx[/code] 处的总线容量设置为 [code]volume_db[/code]。"
+"将索引 [code]bus_idx[/code] 处的总线音量设置为 [code]volume_db[/code]。"
#: doc/classes/AudioServer.xml
msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
@@ -12110,17 +12231,24 @@ msgstr "可用音频总线的数量。"
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
-msgstr ""
-"当前音频输出设备的名称(见 [method get_device_list])。在具有多个音频输出的系"
-"统中(例如模拟、USB、HDMI 音频),可用于选择音频输出设备。为 "
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+"当前音频输出设备的名称(见 [method capture_get_device_list])。在具有多个音频"
+"输出的系统中(例如模拟、USB、HDMI 音频),可用于选择音频输出设备。为 "
"[code]\"Default\"[/code] 时会从系统默认的音频输出播放音频。如果设置了无效的设"
-"备名称,该值会被恢复为 [code]\"Default\"[/code]。"
+"备名称,该值会被恢复为 [code]\"Default\"[/code]。\n"
+"[b]注意:[/b][member ProjectSettings.audio/enable_audio_input] 必须为 "
+"[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操"
+"作系统隐私设置相关的说明。"
#: doc/classes/AudioServer.xml
msgid ""
@@ -12274,15 +12402,14 @@ msgid "Clears the audio sample data buffer."
msgstr "清除音频样本数据缓冲区。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
+#, fuzzy
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
-"返回要播放的音频数据帧数。如果返回的数字达到 [code]0[/code],音频将停止播放,"
-"直到再次添加帧。因此,请确保你的脚本始终能够以足够快的速度生成和推送新的音频"
-"帧,以避免音频破裂。"
+"如果可以将大小为 [code]amount[/code] 的缓冲区推送到音频采样数据缓冲区而不使其"
+"溢出,则返回 [code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
@@ -12304,6 +12431,26 @@ msgstr ""
"[method push_buffer] 效率低,但在 GDScript 中 [method push_frame] 可能[i]更高"
"效[/i]。"
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr "播放实时音频输入数据。"
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+"在 [AudioStreamPlayer] 节点中直接使用时,[AudioStreamMicrophone] 会实时播放麦"
+"克风的输入。可以与 [AudioEffectCapture] 配合使用,对数据进行处理或保存。\n"
+"[b]注意:[/b][member ProjectSettings.audio/enable_audio_input] 必须为 "
+"[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操"
+"作系统隐私设置相关的说明。"
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr "MP3 音频流驱动程序。"
@@ -12323,7 +12470,7 @@ msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。"
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid "Time in seconds at which the stream starts after being looped."
-msgstr "循环后流开始的时间(秒)。"
+msgstr "循环时,流开始的时间,单位为秒。"
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid "OGG Vorbis audio stream driver."
@@ -12456,18 +12603,23 @@ msgstr "在 2D 空间中播放与位置相关的声音。"
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
-"播放音频,随着与屏幕中心的距离而减弱。\n"
-"参阅 [AudioStreamPlayer] 来播放非位置性的声音。\n"
-"[b]注意:[/b]隐藏一个 [AudioStreamPlayer2D] 节点并不能禁用其音频输出。要暂时"
-"禁用 [AudioStreamPlayer2D] 的音频输出,请将 [member volume_db] 设置为一个非常"
-"低的值,如[code]-100[/code](人的听觉听不到)。"
+"播放音频,随着与给定位置的距离而减弱。\n"
+"默认情况下,音频是从屏幕中心收听的。要修改这个位置,可以在场景中添加一个 "
+"[Listener2D] 节点,并通过调用 [method Listener2D.make_current] 将其启用。\n"
+"另请参阅 [AudioStreamPlayer] 来播放非位置性的声音。\n"
+"[b]注意:[/b]隐藏 [AudioStreamPlayer2D] 节点并不能禁用其音频输出。要暂时禁用 "
+"[AudioStreamPlayer2D] 的音频输出,请将 [member volume_db] 设置为非常低的值,"
+"如 [code]-100[/code](人的听觉听不到)。"
#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
msgid "Returns the position in the [AudioStream]."
@@ -12530,14 +12682,14 @@ msgid ""
"audible to human hearing)."
msgstr ""
"播放具有定向性的声音效果,如果需要,可随着距离的增加而减弱,产生空间中可听到"
-"的位置效果。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过设置"
-"[member attenuation_filter_cutoff_hz]为[code]20500[/code]来禁用。\n"
-"默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个[Listener]节"
-"点,并通过对其调用[method Listener.make_current]来启用它,以改变。\n"
-"参阅[AudioStreamPlayer]来播放非位置的声音。\n"
-"[b]注意:[/b]隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁"
-"用[AudioStreamPlayer3D]的音频输出,请将[member unit_db]设置为一个非常低的值,"
-"如[code]-100[/code](人的听觉听不到)。"
+"的位置效果。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过设置 "
+"[member attenuation_filter_cutoff_hz] 为 [code]20500[/code] 来禁用。\n"
+"默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个 [Listener] "
+"节点,并通过对其调用 [method Listener.make_current] 来启用它,以改变。\n"
+"参阅 [AudioStreamPlayer] 来播放非位置的声音。\n"
+"[b]注意:[/b]隐藏一个 [AudioStreamPlayer3D] 节点并不能禁用其音频输出。要暂时"
+"禁用 [AudioStreamPlayer3D] 的音频输出,请将 [member unit_db] 设置为一个非常低"
+"的值,如 [code]-100[/code](人的听觉听不到)。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12609,8 +12761,9 @@ msgid ""
"doppler_tracking] property is set to a value other than [constant Camera."
"DOPPLER_TRACKING_DISABLED]."
msgstr ""
-"决定 [url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url] 应该"
-"在哪一步计算。\n"
+"决定[url=https://zh.wikipedia.org/wiki/"
+"%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/url]应该在哪一步计"
+"算。\n"
"[b]注意:[/b]仅当当前 [Camera] 的 [member Camera.doppler_tracking] 属性设置"
"为 [constant Camera.DOPPLER_TRACKING_DISABLED] 以外的值时有效。"
@@ -12640,7 +12793,7 @@ msgstr "设置声级的绝对最大值,以分贝为单位。"
msgid ""
"Sets the distance from which the [member out_of_range_mode] takes effect. "
"Has no effect if set to 0."
-msgstr "设置[member out_of_range_mode]生效的距离。设置为0时没有效果。"
+msgstr "设置 [member out_of_range_mode] 生效的距离。设置为 0 时没有效果。"
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -12780,12 +12933,12 @@ msgid ""
"PCM8 to signed PCM8, subtract 128 from each byte."
msgstr ""
"包含以字节为单位的音频数据。\n"
-"[b]注意:[/b]此属性需要有符号的 PCM8数据。要将无符号的 PCM8转换为有符号的 "
-"PCM8,需要从每个字节中减去128。"
+"[b]注意:[/b]此属性需要有符号的 PCM8 数据。要将无符号的 PCM8 转换为有符号的 "
+"PCM8,需要从每个字节中减去 128。"
#: doc/classes/AudioStreamSample.xml
msgid "Audio format. See [enum Format] constants for values."
-msgstr "音频格式。参阅 [enum Format] 常量的值。"
+msgstr "音频格式。取值见 [enum Format] 常量。"
#: doc/classes/AudioStreamSample.xml
msgid ""
@@ -12889,16 +13042,17 @@ msgstr ""
"[code]texture(SCREEN_TEXTURE, ...)[/code] 函数在着色器脚本中对其进行访问。"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
"用于对当前屏幕显示进行后台缓冲的节点。BackBufferCopy 节点中定义的区域与其覆盖"
@@ -12914,26 +13068,30 @@ msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "缓冲区模式。见 [enum CopyMode] 常量。"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"BackBufferCopy 覆盖的区域。只有当 [member copy_mode] 是 [constant "
"COPY_MODE_RECT] 时才使用。"
#: doc/classes/BackBufferCopy.xml
+#, fuzzy
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"禁用缓冲模式。这意味着 BackBufferCopy 节点将直接使用它所覆盖的屏幕部分。"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+#, fuzzy
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "BackBufferCopy 缓冲一个矩形区域。"
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+#, fuzzy
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr "BackBufferCopy 缓冲整个屏幕。"
#: doc/classes/BakedLightmap.xml
@@ -13151,7 +13309,7 @@ msgid ""
"When enabled, a lightmap denoiser will be used to reduce the noise inherent "
"to Monte Carlo based global illumination."
msgstr ""
-"启用后,将使用光照贴图降噪器来减少基于Monte Carlo的全局照明固有的噪声。"
+"启用后,将使用光照贴图降噪器来减少基于 Monte Carlo 的全局照明固有的噪声。"
#: doc/classes/BakedLightmap.xml
msgid ""
@@ -13197,12 +13355,12 @@ msgid ""
"Returns if no viable save path is found. This can happen where an [member "
"image_path] is not specified or when the save location is invalid."
msgstr ""
-"如果没有找到合适的保存路径,则返回。这可能发生在没有指定[member image_path]或"
-"者保存位置无效的情况下。"
+"如果没有找到合适的保存路径,则返回。这可能发生在没有指定 [member image_path] "
+"或者保存位置无效的情况下。"
#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
msgid "Currently unused."
-msgstr "当前未使用."
+msgstr "当前未使用。"
#: doc/classes/BakedLightmap.xml
msgid "Returns when the baker cannot save per-mesh textures to file."
@@ -13322,7 +13480,7 @@ msgid ""
"group]."
msgstr ""
"改变按钮的 [member pressed] 状态,不触发 [signal toggled]。当你只想改变按钮的"
-"状态而不发送按下事件时使用(例如,在初始化场景时)。只有当 [member "
+"状态而不发送按下事件时使用(例如在初始化场景时)。只有当 [member "
"toggle_mode] 是 [code]true[/code] 时才有效。\n"
"[b]注意:[/b]这个方法不会释放其按钮 [member group] 中的其他按钮。"
@@ -13753,7 +13911,7 @@ msgstr ""
#: doc/classes/BitMap.xml
msgid ""
"Creates a bitmap with the specified size, filled with [code]false[/code]."
-msgstr "创建一个指定尺寸的位图,用[code]false[/code]填充。"
+msgstr "创建一个指定尺寸的位图,用 [code]false[/code] 填充。"
#: doc/classes/BitMap.xml
msgid ""
@@ -13777,7 +13935,7 @@ msgstr "返回位图的尺寸。"
#: doc/classes/BitMap.xml
msgid ""
"Returns the amount of bitmap elements that are set to [code]true[/code]."
-msgstr "返回设置为 [code]true[/code]的位图元素的数量。"
+msgstr "返回设置为 [code]true[/code] 的位图元素的数量。"
#: doc/classes/BitMap.xml
msgid ""
@@ -13811,9 +13969,9 @@ msgid ""
"bmfont/]BMFont[/url] format.\n"
"Handles files with the [code].fnt[/code] extension."
msgstr ""
-"使用[url=https://www.angelcode.com/products/bmfont/]BMFont[/url]格式的字体来"
-"渲染文本。\n"
-"处理扩展名为[code].fnt[/code]的文件。"
+"使用 [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] 格式的字体"
+"来渲染文本。\n"
+"处理扩展名为 [code].fnt[/code] 的文件。"
#: doc/classes/BitmapFont.xml
msgid ""
@@ -13931,7 +14089,7 @@ msgstr ""
#: doc/classes/Bone2D.xml
msgid ""
"Length of the bone's representation drawn in the editor's viewport in pixels."
-msgstr "在编辑器的视窗中绘制的骨骼的长度,单位为像素。"
+msgstr "在编辑器的视口中绘制的骨骼的长度,单位为像素。"
#: doc/classes/Bone2D.xml
msgid ""
@@ -14262,7 +14420,7 @@ msgstr "将文本向左对齐。"
#: doc/classes/Button.xml
msgid "Align the text to the center."
-msgstr "将文本居中对齐。。"
+msgstr "将文本居中对齐。"
#: doc/classes/Button.xml
msgid "Align the text to the right."
@@ -14413,7 +14571,7 @@ msgid ""
"[code]enable_next[/code] is [code]true[/code], request to make the next "
"camera current, if any."
msgstr ""
-"如果这是当前相机,则将其从当前相机中移除。如果[code]enable_next[/code]是"
+"如果这是当前相机,则将其从当前相机中移除。如果 [code]enable_next[/code] 为 "
"[code]true[/code],请求使下一个相机成为当前相机(如果有)。"
#: doc/classes/Camera.xml
@@ -14436,8 +14594,8 @@ msgid ""
"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
"cull_mask] is enabled, [code]false[/code] otherwise."
msgstr ""
-"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回 [code]true[/"
-"code],否则返回 [code]false[/code]。"
+"如果 [member cull_mask] 中给定的 [code]layer[/code] 被启用,则返回 "
+"[code]true[/code],否则返回 [code]false[/code]。"
#: doc/classes/Camera.xml
msgid ""
@@ -14507,18 +14665,19 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Enables or disables the given [code]layer[/code] in the [member cull_mask]."
-msgstr "启用或禁用[member cull_mask]中给定的[code]layer[/code]。"
+msgstr "启用或禁用 [member cull_mask] 中给定的 [code]layer[/code]。"
#: doc/classes/Camera.xml
msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
"通过指定大小 [code]size[/code] 、偏移量 [code]offset[/code] 以及以世界空间为"
"单位的 [code]z_near[/code] 和 [code]z_far[/code] 裁剪平面,将相机投影设置为视"
-"锥模式(请参阅 [constant PROJECTION_FRUSTUM])。"
+"锥模式(请参阅 [constant PROJECTION_FRUSTUM])。另请参阅 [member "
+"frustum_offset]。"
#: doc/classes/Camera.xml
msgid ""
@@ -14637,19 +14796,23 @@ msgstr ""
"相机的视野角度,以度为单位。仅适用于透视模式。由于 [member keep_aspect] 锁定"
"一个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n"
"作为参考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV:\n"
-"- 在 4:3 视窗中约86.07 度\n"
-"- 在 16:10 视窗中约 96.50 度\n"
-"- 在 16:9 视窗中约102.45 度\n"
-"- 在 21:9 视窗中约117.06 度"
+"- 在 4:3 视口中约86.07 度\n"
+"- 在 16:10 视口中约 96.50 度\n"
+"- 在 16:9 视口中约102.45 度\n"
+"- 在 21:9 视口中约117.06 度"
#: doc/classes/Camera.xml
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
-"相机的机身偏移。可以更改默认值,以创建 \"倾斜frustum \"效果,如[url=https://"
-"zdoom.org/wiki/Y-shearing]Y-shearing[/url]。"
+"相机的机身偏移。可以更改默认值,以创建“倾斜平截头体”效果,如 [url=https://"
+"zdoom.org/wiki/Y-shearing]Y-shearing[/url]。\n"
+"[b]注意:[/b]仅在 [member projection] 为 [constant PROJECTION_FRUSTUM] 时有"
+"效。"
#: doc/classes/Camera.xml
msgid "The horizontal (X) offset of the camera viewport."
@@ -14680,12 +14843,12 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
-"相机的尺寸,以 1/2 的宽度或高度为单位。仅适用于正交及视锥模式。由于 [member "
-"keep_aspect] 锁定在轴上,因此 [code]size[/code] 设置其他轴的尺寸长度。"
+"该相机的大小,单位为米,描述的是完整的宽度或者高度,取决于 [member "
+"keep_aspect]。仅适用于正交和平截头体模式。"
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
@@ -14860,7 +15023,7 @@ msgstr ""
msgid ""
"Make this the current 2D camera for the scene (viewport and layer), in case "
"there are many cameras in the scene."
-msgstr "使之成为场景(视窗和图层)的当前 2D 相机,以防场景中有很多相机。"
+msgstr "使之成为该场景(视区和图层)的当前 2D 相机,以防场景中有很多相机。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -14906,8 +15069,8 @@ msgid ""
"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
"or not a [Viewport], uses the default viewport instead."
msgstr ""
-"连接到[Camera2D]的自定义[Viewport]节点。如果[code]null[/code]或不是"
-"[Viewport],则使用默认的 Viewpor。"
+"连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不"
+"是 [Viewport],则使用默认的视区。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -15038,7 +15201,7 @@ msgstr ""
#: doc/classes/Camera2D.xml
msgid "The camera's process callback. See [enum Camera2DProcessMode]."
-msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。"
+msgstr "相机的过程回调。见 [enum Camera2DProcessMode]。"
#: doc/classes/Camera2D.xml
msgid "If [code]true[/code], the camera view rotates with the target."
@@ -15067,9 +15230,9 @@ msgid ""
"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
msgstr ""
-"相机相对于视窗的缩放比例。大于 [code]Vector2(1, 1)[/code] 的值会缩小内容,而"
-"较小的值会起到放大镜的作用。例如,将 [code]Vector2(0.5, 0.5)[/code] 放大 2 "
-"倍,然后将 [code]Vector2(4, 4)[/code] 用于 4 倍缩小。"
+"相机相对于视口的缩放比例。大于 [code]Vector2(1, 1)[/code] 的值会缩小内容,而"
+"较小的值会起到放大的作用。例如,将 [code]Vector2(0.5, 0.5)[/code] 放大 2 倍,"
+"然后将 [code]Vector2(4, 4)[/code] 用于 4 倍缩小。"
#: doc/classes/Camera2D.xml
msgid ""
@@ -15206,11 +15369,11 @@ msgstr "移除指定的相机源 [code]feed[/code]。"
#: doc/classes/CameraServer.xml
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
-msgstr "当添加 [CameraFeed] 时触发(例如,插入网络摄像头)。"
+msgstr "当添加 [CameraFeed] 时触发(例如插入网络摄像头时)。"
#: doc/classes/CameraServer.xml
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
-msgstr "当移除 [CameraFeed] 时触发(例如,拔掉网络摄像头)。"
+msgstr "当移除 [CameraFeed] 时触发(例如拔掉网络摄像头时)。"
#: doc/classes/CameraServer.xml
msgid "The RGBA camera image."
@@ -15269,13 +15432,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -15292,13 +15456,13 @@ msgstr ""
"任何 2D 对象的基类。画布项目(Canvas Item)以树状排列;子节点继承并扩展其父节"
"点的变换。[CanvasItem] 由 [Control] 扩展为任何 GUI 相关的东西,由 [Node2D] 扩"
"展为任何 2D 引擎相关的东西。\n"
-"任何 [CanvasItem] 都可以绘图。要绘图就必须调用 [method update],然后就会在空"
-"闲时接收到 [constant NOTIFICATION_DRAW] 来请求重绘。因此画布项目不需要每一帧"
-"都重绘,大大提升了性能。提供了几个用于在 [CanvasItem] 上绘图的函数(请参阅 "
-"[code]draw_*[/code] 函数)。但是,它们只能在 [method Object._notification]、"
-"信号或虚函数 [method _draw] 内部使用。\n"
-"画布项目是按树状顺序绘制的。默认情况下,子项目在其父项目的顶部,因此根"
-"[CanvasItem]将被画在所有项目的后面。这种行为可以在每个项目的基础上进行更"
+"任何 [CanvasItem] 都可以绘图。绘图时,引擎会调用 [method update],然后就会在"
+"空闲时接收到 [constant NOTIFICATION_DRAW] 来请求重绘。因此画布项目不需要每一"
+"帧都重绘,大大提升了性能。提供了几个用于在 [CanvasItem] 上绘图的函数(请参阅 "
+"[code]draw_*[/code] 函数)。不过它们都只能在 [method _draw] 及其对应的 "
+"[method Object._notification] 或 [signal draw] 内部使用。\n"
+"画布项目是按树状顺序绘制的。默认情况下,子项目在其父项目的顶部,因此根 "
+"[CanvasItem] 将被画在所有项目的后面。这种行为可以在每个项目的基础上进行更"
"改。\n"
"[CanvasItem] 也可以被隐藏,这也将隐藏其子项目。它提供了许多方法来改变参数,如"
"调制(对它自己和它的子项目)和自调制(只对它自己),以及它的混合模式。\n"
@@ -15318,9 +15482,14 @@ msgstr "2D 中的自定义绘图"
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
-msgstr "引擎调用的可覆盖函数(如果定义了)来绘制画布项目。"
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
+msgstr ""
+"当 [CanvasItem] 被请求重绘时调用(手动调用或者引擎调用 [method update] "
+"时)。\n"
+"对应于 [method Object._notification] 中的 [constant NOTIFICATION_DRAW] 通知。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15624,9 +15793,10 @@ msgid ""
"[/codeblock]\n"
"See also [method Font.draw]."
msgstr ""
-"使用指定的[code]font[/code]在[code]position[/code]绘制[code]text[/code](左下"
-"角作为字体的基线)。该文本的颜色将乘以[code]modulate[/code]。如果"
-"[code]clip_w[/code]大于或等于0,文本超过了指定的宽度,将被裁剪。\n"
+"使用指定的字体 [code]font[/code] 在 [code]position[/code] 位置绘制 "
+"[code]text[/code](位置为字体基线的左下角)。该文本的颜色将乘以 "
+"[code]modulate[/code]。如果 [code]clip_w[/code] 大于等于 0,文本超过了指定的"
+"宽度时会被裁剪。\n"
"[b]使用项目默认字体的例子:[/b]\n"
"[codeblock]\n"
"# 如果在不断重绘的脚本中使用此方法,\n"
@@ -15635,7 +15805,7 @@ msgstr ""
"var default_font = Control.new().get_font(\"font\")\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
"[/codeblock]\n"
-"参阅[method Font.draw]。"
+"另请参阅 [method Font.draw]。"
#: doc/classes/CanvasItem.xml
msgid "Draws a styled rectangle."
@@ -15721,7 +15891,7 @@ msgstr "返回这个项目相对于视区的变换。"
#: doc/classes/CanvasItem.xml
msgid "Returns the [World2D] where this item is in."
-msgstr "返回此物品所在的[World2D]。"
+msgstr "返回此物品所在的 [World2D]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15742,7 +15912,7 @@ msgid ""
"Returns [code]true[/code] if the node is set as top-level. See [method "
"set_as_toplevel]."
msgstr ""
-"如果节点设置为顶层,则返回 [code]true[/code]。参阅 [method set_as_toplevel]。"
+"如果节点设置为顶层,则返回 [code]true[/code]。见 [method set_as_toplevel]。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15750,16 +15920,16 @@ msgid ""
"to children."
msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。"
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
-"被隐藏,则该节点在场景树中将不可见。"
+"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。"
#: doc/classes/CanvasItem.xml
msgid "Assigns [code]screen_point[/code] as this node's new local transform."
@@ -15814,11 +15984,14 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
-"将 [CanvasItem] 排队等待更新。在空闲时间将调用 [constant NOTIFICATION_DRAW] "
-"以请求重绘。"
+"将该 [CanvasItem] 加入重绘队列。空闲时,如果 [CanvasItem] 可见,则会发送 "
+"[constant NOTIFICATION_DRAW] 并调用 [method _draw]。即便多次调用这个方法,每"
+"帧也都只会发生[b]一次[/b]绘制。"
#: doc/classes/CanvasItem.xml
msgid ""
@@ -15865,18 +16038,23 @@ msgid ""
"visible is to call one of the multiple [code]popup*()[/code] functions "
"instead."
msgstr ""
-"如果为 [code]true[/code],这个[CanvasItem]被绘制。只有当它的所有父节点也可见"
-"时,该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 "
+"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可"
+"见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
"[code]true[/code])。\n"
-"[b]注意:[/b]对于继承了[Popup]的控件,使其可见的正确方法是调用多个"
-"[code]popup*()[/code]函数之一。"
+"[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 "
+"[code]popup*()[/code] 函数之一。"
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
-"当 [CanvasItem] 必须重绘时发出。这只能是实时连接,因为延迟将不允许绘制。"
+"当该 [CanvasItem] 必须重绘时发出,发生在相关的 [constant NOTIFICATION_DRAW] "
+"通知[i]之后[/i],调用 [method _draw] [i]之前[/i]。\n"
+"[b]注意:[/b]延迟连接无法使用 [code]draw_*[/code] 方法进行绘制。"
#: doc/classes/CanvasItem.xml
msgid "Emitted when becoming hidden."
@@ -15945,20 +16123,20 @@ msgstr ""
"set_notify_local_transform] 启用时,才会收到这个通知。"
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
-msgstr "要求绘制[CanvasItem]。"
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
+msgstr "要求绘制该 [CanvasItem](见 [method _draw])。"
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem]'s visibility has changed."
-msgstr "[CanvasItem]的可见性已更改。"
+msgstr "该 [CanvasItem] 的可见性已更改。"
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] has entered the canvas."
-msgstr "[CanvasItem]已进入画布。"
+msgstr "该 [CanvasItem] 已进入画布。"
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] has exited the canvas."
-msgstr "[CanvasItem]已退出画布。"
+msgstr "该 [CanvasItem] 已退出画布。"
#: doc/classes/CanvasItemMaterial.xml
msgid "A material for [CanvasItem]s."
@@ -16097,9 +16275,15 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
-msgstr "将图层设置为跟随视区,以模拟伪 3D 效果。"
+msgstr ""
+"启用时,该 [CanvasLayer] 会使用视区的变换,所以它会随相机移动,而不是保持在屏"
+"幕上的某个固定位置。\n"
+"与 [member follow_viewport_scale] 配合可以实现伪 3D 效果。"
#: doc/classes/CanvasLayer.xml
msgid ""
@@ -16469,7 +16653,7 @@ msgstr ""
"外观不同。为了遵循用户体验,建议在切换它对某些东西有[b]直接[/b]影响时使用"
"CheckButton。例如,如果切换它可以启用或禁用设置而不需要用户按下确认按钮时,使"
"用它。\n"
-"参阅[BaseButton],它包含了与该节点相关的常规属性和方法。"
+"另请参阅 [BaseButton],它包含了与该节点相关的常规属性和方法。"
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color."
@@ -16642,10 +16826,10 @@ msgid ""
"[b]Note:[/b] In exported release builds the debug info is not available, so "
"the returned dictionaries will contain only method names."
msgstr ""
-"如果[code]no_inheritance[/code]是[code]false[/code],返回一个包含"
-"[code]class[/code]或其父级所有方法的数组。数组的每个元素都是一个"
-"[Dictionary],其键值如:[code]args[/code], [code]default_args[/code], "
-"[code]flags[/code], [code]id[/code], [code]name[/code], [code]return:"
+"如果 [code]no_inheritance[/code] 为 [code]false[/code],返回一个包含 "
+"[code]class[/code] 或其父级所有方法的数组。数组的每个元素都是一个 "
+"[Dictionary],包含的键有:[code]args[/code]、[code]default_args[/code]、"
+"[code]flags[/code]、[code]id[/code]、[code]name[/code]、[code]return:"
"(class_name, hint, hint_string, name, type, usage)[/code]。\n"
"[b]注意:[/b]在导出的发布版本中,调试信息不可用,所以返回的字典将只包含方法名"
"称。"
@@ -16729,25 +16913,25 @@ msgstr "返回所有可用类的名称。"
msgid ""
"Returns the names of all the classes that directly or indirectly inherit "
"from [code]class[/code]."
-msgstr "返回直接或间接继承自[code]class[/code]的所有类的名称。"
+msgstr "返回所有直接或间接继承自 [code]class[/code] 的类的名称。"
#: doc/classes/ClassDB.xml
msgid "Returns the parent class of [code]class[/code]."
-msgstr "返回 [code]class[/code]的父类。"
+msgstr "返回 [code]class[/code] 的父类。"
#: doc/classes/ClassDB.xml
msgid "Creates an instance of [code]class[/code]."
-msgstr "创建[code]class[/code]的实例。"
+msgstr "创建 [code]class[/code] 的实例。"
#: doc/classes/ClassDB.xml
msgid "Returns whether this [code]class[/code] is enabled or not."
-msgstr "返回是否启用此[code]class[/code]。"
+msgstr "返回这个 [code]class[/code] 是否已启用。"
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
"or not."
-msgstr "返回 [code]inherits[/code]是否是[code]class[/code]的祖先。"
+msgstr "返回 [code]inherits[/code] 是否为 [code]class[/code] 的祖先。"
#: doc/classes/ClippedCamera.xml
msgid "A [Camera] that includes collision."
@@ -16787,7 +16971,7 @@ msgid ""
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
"如果指定的位索引打开,则返回 [code]true[/code]。\n"
-"[b]注意:[/b]位索引的范围是0-19。"
+"[b]注意:[/b]位索引的范围是 0-19。"
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
@@ -16802,8 +16986,8 @@ msgid ""
"Sets the specified bit index to the [code]value[/code].\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
-"将指定的位索引设置为[code]value[/code]。\n"
-"[b]注意:[/b]位索引的范围是0-19。"
+"将指定的位索引设置为 [code]value[/code]。\n"
+"[b]注意:[/b]位索引的范围是 0-19。"
#: doc/classes/ClippedCamera.xml
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
@@ -16832,7 +17016,7 @@ msgstr "相机的碰撞距离。相机与碰撞物体的距离不能超过这个
#: doc/classes/ClippedCamera.xml
msgid "The camera's process callback. See [enum ProcessMode]."
-msgstr "相机的过程回调。请参阅 [enum ProcessMode]。"
+msgstr "相机的处理回调。见 [enum ProcessMode]。"
#: doc/classes/CollisionObject.xml
msgid "Base node for collision objects."
@@ -16876,14 +17060,14 @@ msgid ""
"Returns whether or not the specified [code]bit[/code] of the [member "
"collision_layer] is set."
msgstr ""
-"返回是否设置了碰撞层 [member collision_layer] 的指定位[code]bit[/code]。"
+"返回是否设置了碰撞层 [member collision_layer] 的指定位 [code]bit[/code]。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"Returns whether or not the specified [code]bit[/code] of the [member "
"collision_mask] is set."
msgstr ""
-"返回是否设置了碰撞掩码 [member collision_mask] 的指定位[code]bit[/code]。"
+"返回是否设置了碰撞掩码 [member collision_mask] 的指定位 [code]bit[/code]。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
#: doc/classes/Navigation2D.xml
@@ -16895,8 +17079,8 @@ msgid ""
"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
"ids in other methods that take [code]owner_id[/code] as an argument."
msgstr ""
-"返回一个[code]owner_id[/code]标识符的[Array]。你可以在其他使用"
-"[code]owner_id[/code]作为参数的方法中使用这些id。"
+"返回一个 [code]owner_id[/code] 标识符的 [Array]。你可以在其他使用 "
+"[code]owner_id[/code] 作为参数的方法中使用这些 ID。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], the shape owner and its shapes are disabled."
@@ -16909,30 +17093,30 @@ msgstr "移除给定形状的所有者。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
-"如果[code]value[/code]为 [code]true[/code],则设置[member collision_layer]中"
-"指定的[code]bit[/code]位。\n"
-"如果[code]value[/code]为 [code]false[/code],清除[member collision_layer]中指"
-"定的 [code]bit[/code]位。"
+"如果 [code]value[/code] 为 [code]true[/code],则设置 [member "
+"collision_layer] 中指定的 [code]bit[/code] 位。\n"
+"如果 [code]value[/code] 为 [code]false[/code],则清除 [member "
+"collision_layer] 中指定的 [code]bit[/code] 位。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
-"如果[code]value[/code]为 [code]true[/code],则设置[member collision_mask]中指"
-"定的[code]bit[/code]位。\n"
-"如果[code]value[/code]为 [code]false[/code],清除[member collision_mask]中指"
-"定的 [code]bit[/code]位。"
+"如果 [code]value[/code] 为 [code]true[/code],则设置 [member collision_mask] "
+"中指定的 [code]bit[/code] 位。\n"
+"如果 [code]value[/code] 为 [code]false[/code],则清除 [member "
+"collision_mask] 中指定的 [code]bit[/code] 位。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
-msgstr "返回指定形状的[code]owner_id[/code]。"
+msgstr "返回指定形状的 [code]owner_id[/code]。"
#: doc/classes/CollisionObject.xml
msgid "Adds a [Shape] to the shape owner."
@@ -17303,17 +17487,19 @@ msgstr "表示 3D 空间中的碰撞形状数据的节点。"
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
-"用于在 3D 空间中创建和编辑碰撞形状的编辑工具。您可以使用此节点表示各种碰撞形"
-"状,例如,将其添加到 [Area] 以使其具有检测形状,或将其添加到物理体 "
-"[PhysicsBody] 以创建实体对象。[b]重要[/b]:这是一个编辑器专用的创建形状的助"
-"手,使用 [method CollisionObject.shape_owner_get_shape] 获取实际形状。"
+"用于在 3D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性配置"
+"形状。[b]重要[/b]:这是专为编辑器提供的形状创建工具,要获取实际形状,请使用 "
+"[method CollisionObject.shape_owner_get_shape]。\n"
+"你可以使用这个节点表示各种碰撞形状,例如,将其添加到 [Area] 以使其具有检测形"
+"状,或将其添加到物理体 [PhysicsBody] 以创建实体对象。"
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
#: doc/classes/Physics2DDirectBodyState.xml
@@ -17349,17 +17535,19 @@ msgstr "表示2D空间中的碰撞形状数据的节点。"
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
-"编辑器功能,用于在2D空间中创建和编辑碰撞形状。您可以使用此节点表示各种碰撞形"
-"状,例如,将其添加到 [Area2D] 以提供检测形状,或将其添加到 [PhysicsBody2D] 以"
-"创建实体。[b]重要事项[/b]:这是创建形状的仅编辑器助手,请使用 [method "
-"CollisionObject2D.shape_owner_get_shape] 获取实际形状。"
+"用于在 2D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性配置"
+"形状。[b]重要[/b]:这是专为编辑器提供的形状创建工具,要获取实际形状,请使用 "
+"[method CollisionObject2D.shape_owner_get_shape]。\n"
+"你可以使用这个节点表示各种碰撞形状,例如,将其添加到 [Area2D] 以使其具有检测"
+"形状,或将其添加到物理体 [PhysicsBody2D] 以创建实体对象。"
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
@@ -17546,10 +17734,10 @@ msgid ""
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
"[/codeblock]"
msgstr ""
-"返回一个新的颜色,这个颜色按指定的百分比(比例从0 到 1)变暗。\n"
+"返回一个新的颜色,这个颜色按指定的百分比(比例从 0 到 1)变暗。\n"
"[codeblock]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
-"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
+"var darkgreen = green.darkened(0.2) # 比普通的绿色深 20%\n"
"[/codeblock]"
#: doc/classes/Color.xml
@@ -18688,13 +18876,27 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
-msgstr ""
-"凹多边形形状资源,可设置为[PhysicsBody]或区域。这个形状是通过提供一个三角形列"
-"表来创建的。\n"
-"[b]注意:[/b]用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点"
-"一起使用,如 [StaticBody],并且不适用于具有非静态模式的 [KinematicBody] 或 "
-"[RigidBody]。"
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
+msgstr ""
+"凹多边形形状资源,可以放到 [PhysicsBody] 和区域之中。这种形状是通过输入一组三"
+"角形来创建的。\n"
+"[b]注意:[/b]用于碰撞时,[ConcavePolygonShape] 应与 [StaticBody] 等静态 "
+"[PhysicsBody] 节点一起使用,与 [KinematicBody] 和非 Static 模式的 "
+"[RigidBody] 一起使用是无法正常工作的。\n"
+"[b]警告:[/b]将这种形状用于 [Area](通过 [CollisionShape] 节点,例如选中 "
+"[MeshInstance] 节点后,通过出现的[i]网格[/i]菜单中的[i]创建三角网格碰撞同级[/"
+"i]来创建)可能得到出乎预料的结果:使用 Godot Physics 时,区域只会检测与 "
+"[ConcavePolygonShape] 的三角形面产生的碰撞(不会检测该形状的“内部”,这里只是"
+"举个例子),使用 Bullet Physics 时根本不会检测到任何与凹形状的碰撞(这是已知"
+"的问题)。"
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
@@ -18719,14 +18921,22 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
-msgstr ""
-"凹面多边形2D形状资源用于物理。它是由线段组成的,是复杂的多边形凹面碰撞的最佳"
-"选择。但是,建议不要将其用于[RigidBody2D]节点。建议使用凸分解模式(实体)或多"
-"个凸对象的CollisionPolygon2D代替。否则,凹多边形2D形状更适合静态碰撞。\n"
-"[ConvexPolygonShape2D]和[ConcavePolygonShape2D]之间的主要区别在于,凹面多边形"
-"假定其为凹面,并使用更复杂的碰撞检测方法,而凸面多边形则将自身强制变为凸面,"
-"以加快碰撞检测的速度。"
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
+msgstr ""
+"用于物理的凹多边形 2D 形状资源。它是由线段组成的,是复杂的多边形凹面碰撞的最"
+"佳选择。但是建议不要将其用于 [RigidBody2D] 节点。建议使用凸分解模式(实体)或"
+"多个凸对象的 CollisionPolygon2D 代替。否则,凹多边形 2D 形状更适合静态碰"
+"撞。\n"
+"[ConvexPolygonShape2D] 和 [ConcavePolygonShape2D] 之间的主要区别在于,凹多边"
+"形假定其为凹面,并使用更复杂的碰撞检测方法,而凸多边形则将自身强制变为凸面,"
+"以加快碰撞检测的速度。\n"
+"[b]警告:[/b]将这种形状用于 [Area2D](通过 [CollisionShape2D] 节点)可能得到"
+"出乎预料的结果:区域只会检测与 [ConcavePolygonShape2D] 的线段产生的碰撞(不会"
+"检测该形状的“内部”,这里只是举个例子)。"
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
@@ -19462,7 +19672,7 @@ msgstr ""
"时,本地覆盖项始终优先。\n"
"[b]注意:[/b]为覆盖项设 [code]null[/code] 值可将其删除。该行为已废弃,将在 "
"4.0 中移除,请换成 [method remove_stylebox_override]。\n"
-"参阅 [method get_stylebox]。\n"
+"另请参阅 [method get_stylebox]。\n"
"[b]通过复制来修改 StyleBox 中的属性的示例:[/b]\n"
"[codeblock]\n"
"# 下面的代码片段假设子节点 MyButton 分配了一个 StyleBoxFlat。\n"
@@ -19535,7 +19745,7 @@ msgstr "找到下一个可以接受焦点的 [Control],在树的下方。"
#: doc/classes/Control.xml
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
-msgstr "找到可以接收焦点的上一个 [Control],在树的上方。"
+msgstr "找到上一个可以接受焦点的 [Control],在树的上方。"
#: doc/classes/Control.xml
msgid ""
@@ -19598,11 +19808,11 @@ msgstr ""
"code],则使用当前控件的类名作为类型,如果定义了 [member "
"theme_type_variation] 则也会使用。如果类型是类名,则还会按继承顺序检查其父"
"类。\n"
-"对于当前控件,首先考虑其本地覆盖项,参阅 [method add_color_override],然后是"
-"其分配的 [member theme]。在当前控件之后,考虑每个父控件及其分配的 [member "
-"theme];未分配[member theme]的控件将被跳过。如果在树中找不到匹配的 [Theme],"
-"则使用自定义项目 [Theme]和默认的 [Theme],参阅 [member ProjectSettings.gui/"
-"theme/custom]。\n"
+"对于当前控件,会首先考虑其本地覆盖项(见 [method add_color_override]),然后"
+"再是为其分配的 [member theme]。在当前控件之后,考虑每个父控件及其分配的 "
+"[member theme];未分配 [member theme] 的控件将被跳过。如果在树中找不到匹配的 "
+"[Theme],则使用自定义项目 [Theme](见 [member ProjectSettings.gui/theme/"
+"custom])和默认的 [Theme]。\n"
"[codeblock]\n"
"func _ready():\n"
" # 获取为当前控件类定义的字体颜色(如果存在)。\n"
@@ -19788,19 +19998,23 @@ msgid ""
"be clicked instead\n"
"[/codeblock]"
msgstr ""
-"创建一个[InputEventMouseButton],尝试点击控件。如果接收到该事件,控件就会获得"
-"焦点。\n"
+"创建尝试点击该控件的 [InputEventMouseButton]。如果接收到该事件,该控件就会获"
+"得焦点。\n"
"[codeblock]\n"
"func _process(delta):\n"
-" grab_click_focus() #when clicking another Control node, this node will "
-"be clicked instead\n"
+" grab_click_focus() # 点击其它 Control 节点时,实际会点到这个节点\n"
"[/codeblock]"
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
-msgstr "从另一个控件中窃取焦点,并成为焦点控件(请参阅[member focus_mode])。"
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
+msgstr ""
+"从别的控件上窃取焦点,成为聚焦的控件(见 [member focus_mode])。\n"
+"[b]注意:[/b]这个方法与 [method Object.call_deferred] 配合使用更加可靠,尤其"
+"是在 [method Node._ready] 中使用时。"
#: doc/classes/Control.xml
msgid ""
@@ -19849,7 +20063,7 @@ msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
-"如果这是当前的焦点控件,则返回 [code]true[/code]。参阅[member focus_mode]。"
+"如果这是当前的焦点控件,则返回 [code]true[/code]。见 [member focus_mode]。"
#: doc/classes/Control.xml
msgid ""
@@ -19915,7 +20129,7 @@ msgid ""
msgstr ""
"如果此 [Control] 节点中具有指定 [code]name[/code] 的主题着色器存在本地覆盖"
"项,则返回 [code]true[/code]。\n"
-"参阅[method add_shader_override]。"
+"见 [method add_shader_override]。"
#: doc/classes/Control.xml
msgid ""
@@ -19936,7 +20150,7 @@ msgid ""
msgstr ""
"如果在此 [Control] 节点中具有指定 [code]name[/code] 的主题 [StyleBox] 的本地"
"覆盖项,则返回 [code]true[/code]。\n"
-"参阅 [method add_stylebox_override]。"
+"见 [method add_stylebox_override]。"
#: doc/classes/Control.xml
msgid ""
@@ -19955,9 +20169,9 @@ msgid ""
"changed. Setting [member rect_min_size] directly calls this method "
"automatically."
msgstr ""
-"使此节点和父节点(直至最高级别)中的大小缓存无效。打算在更改返回值时与"
-"[method get_minimum_size]一起使用。设置[member rect_min_size]直接直接自动调用"
-"此方法。"
+"使这个节点及其直至最顶层的各级父节点中的大小缓存失效。应在 [method "
+"get_minimum_size] 的返回值发生变化时配合使用。直接设置 [member "
+"rect_min_size] 会自动调用这个方法。"
#: doc/classes/Control.xml
msgid ""
@@ -20006,15 +20220,15 @@ msgid ""
"[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
"would get value 0.5."
msgstr ""
-"将由[enum Margin]枚举的[code]margin[/code]常量标识的锚设置为值[code]anchor[/"
-"code]。用于[member anchor_bottom],[member anchor_left],[member "
-"anchor_right]和[member anchor_top]的setter方法。\n"
-"如果[code]keep_margin[/code]为 [code]true[/code],则在执行此操作后不会更新边"
-"距。\n"
-"如果[code]push_opposite_anchor[/code]为 [code]true[/code],并且相对的锚点与该"
-"锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为1且右锚点的值为0.5"
-"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为 [code]false[/"
-"code],则左锚点将得到值0.5。"
+"将由 [code]margin[/code] 常量标识的锚点设置为值 [code]anchor[/code],取值为 "
+"[enum Margin] 枚举。这是 [member anchor_bottom]、[member anchor_left]、"
+"[member anchor_right]、[member anchor_top] 的 setter 方法。\n"
+"如果 [code]keep_margin[/code] 为 [code]true[/code],则在执行此操作后不会更新"
+"边距。\n"
+"如果 [code]push_opposite_anchor[/code] 为 [code]true[/code],并且相对的锚点与"
+"该锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为 1 且右锚点的值为 "
+"0.5 时,右锚点的值也将为 1。如果 [code]push_opposite_anchor[/code] 为 "
+"[code]false[/code],则左锚点将得到值 0.5。"
#: doc/classes/Control.xml
msgid ""
@@ -20023,15 +20237,14 @@ msgid ""
"offset yourself (see [method set_margin])."
msgstr ""
"与 [method set_anchor] 的工作原理相同,但是它代替 [code]keep_margin[/code] 参"
-"数和边距的自动更新,它允许您自己设置边距偏移量(请参阅 [method "
-"set_margin])。"
+"数和边距的自动更新,它允许您自己设置边距偏移量(见 [method set_margin])。"
#: doc/classes/Control.xml
msgid ""
"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
"and [method set_margins_preset]."
msgstr ""
-"设置锚点预设和边距预设。请参阅 [method set_anchors_preset] 和 [method "
+"设置锚点预设和边距预设。见 [method set_anchors_preset] 和 [method "
"set_margins_preset]。"
#: doc/classes/Control.xml
@@ -20051,7 +20264,7 @@ msgid ""
"Sets [member margin_left] and [member margin_top] at the same time. "
"Equivalent of changing [member rect_position]."
msgstr ""
-"同时设置[member margin_left]和[member margin_top]。等效于更改[member "
+"同时设置 [member margin_left] 和 [member margin_top]。等效于更改 [member "
"rect_position]。"
#: doc/classes/Control.xml
@@ -20143,7 +20356,7 @@ msgstr ""
#: doc/classes/Control.xml
msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
-msgstr "同时设置[member margin_right]和[member margin_bottom]。"
+msgstr "同时设置 [member margin_right] 和 [member margin_bottom]。"
#: doc/classes/Control.xml
msgid ""
@@ -20163,9 +20376,9 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
-"将[member rect_global_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不"
-"是边距。"
+"将 [member rect_global_position] 设置为给定的 [code]position[/code]。\n"
+"如果 [code]keep_margins[/code] 为 [code]true[/code],则更新的是控件的锚点,而"
+"不是边距。"
#: doc/classes/Control.xml
msgid ""
@@ -20203,9 +20416,9 @@ msgid ""
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
-"将[member rect_position]设置为给定的[code]position[/code]。\n"
-"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不"
-"是边距。"
+"将 [member rect_position] 设置为给定的 [code]position[/code]。\n"
+"如果 [code]keep_margins[/code] 为 [code]true[/code],则更新的是控件的锚点,而"
+"不是边距。"
#: doc/classes/Control.xml
msgid "Sets the rotation (in radians)."
@@ -20289,8 +20502,8 @@ msgid ""
"The focus access mode for the control (None, Click or All). Only one Control "
"can be focused at the same time, and it will receive keyboard signals."
msgstr ""
-"控件的焦点访问模式(“无”,“单击”或“全部”)。只能同时集中一个控件,它将接收键"
-"盘信号。"
+"控件的焦点访问模式(“无”“单击”或“全部”)。只能同时聚焦一个控件,该控件会收到"
+"键盘信号。"
#: doc/classes/Control.xml
msgid ""
@@ -20300,10 +20513,10 @@ msgid ""
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
-"告诉Godot,默认情况下,如果用户按下键盘上的向下箭头或游戏手柄上的向下箭头,则"
-"应将焦点对准哪个节点。您可以通过编辑[code]ui_down[/code]输入操作来更改键。该"
-"节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件底部最接近的"
-"[Control]。"
+"告诉 Godot,默认情况下,如果用户按下键盘上的向下箭头或游戏手柄上的向下箭头,"
+"则应将焦点对准哪个节点。您可以通过编辑 [code]ui_down[/code] 输入操作来更改"
+"键。该节点必须是 [Control]。如果未设置此属性,则 Godot 会将焦点放在该控件底部"
+"最接近的 [Control]。"
#: doc/classes/Control.xml
msgid ""
@@ -20313,10 +20526,10 @@ msgid ""
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the left of this one."
msgstr ""
-"告诉Godot,默认情况下,如果用户按下键盘上的向左箭头或游戏手柄上的向左键,应该"
-"将焦点对准键盘上的哪个节点。您可以通过编辑[code]ui_left[/code]输入操作来更改"
-"键。该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件左侧最"
-"接近的[Control]。"
+"告诉 Godot,默认情况下,如果用户按下键盘上的向左箭头或游戏手柄上的向左键,应"
+"该将焦点对准键盘上的哪个节点。您可以通过编辑 [code]ui_left[/code] 输入操作来"
+"更改键。该节点必须是 [Control]。如果未设置此属性,则 Godot 会将焦点放在该控件"
+"左侧最接近的 [Control]。"
#: doc/classes/Control.xml
msgid ""
@@ -20326,10 +20539,10 @@ msgid ""
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
-"告诉Godot,如果用户按键盘上的右键或默认的游戏手柄上的右键,它应该把键盘焦点给"
-"哪个节点。你可以通过编辑[code]ui_right[/code]输入动作来改变这个键。该节点必须"
-"是一个[Control]。如果没有设置这个属性,Godot将把焦点交给离这个节点底部最近的"
-"[Control]。"
+"告诉 Godot,如果用户按键盘上的右键或默认的游戏手柄上的右键,它应该把键盘焦点"
+"给哪个节点。你可以通过编辑 [code]ui_right[/code] 输入动作来改变这个键。该节点"
+"必须是一个 [Control]。如果没有设置这个属性,Godot 将把焦点交给离这个节点底部"
+"最近的 [Control]。"
#: doc/classes/Control.xml
msgid ""
@@ -20339,10 +20552,10 @@ msgid ""
"[Control]. If this property is not set, Godot will give focus to the closest "
"[Control] to the bottom of this one."
msgstr ""
-"告诉Godot默认情况下,如果用户按下键盘上的顶部箭头或游戏手柄上的顶部,则应该将"
-"焦点对准键盘上的哪个节点。您可以通过编辑[code]ui_top[/code]输入操作来更改键。"
-"该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件底部最接近"
-"的[Control]。"
+"告诉 Godot 默认情况下,如果用户按下键盘上的顶部箭头或游戏手柄上的顶部,则应该"
+"将焦点对准键盘上的哪个节点。您可以通过编辑 [code]ui_top[/code] 输入操作来更改"
+"键。该节点必须是 [Control]。如果未设置此属性,则 Godot 会将焦点放在该控件底部"
+"最接近的 [Control]。"
#: doc/classes/Control.xml
msgid ""
@@ -20352,9 +20565,9 @@ msgid ""
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
-"告诉Godot,如果用户默认按键盘上的Tab键,它应该把键盘焦点给哪个节点。你可以通"
-"过编辑[code]ui_focus_next[/code]输入动作来改变这个键。\n"
-"如果这个属性没有设置,Godot会根据场景树中的周围节点选择一个 \"最佳猜测\"。"
+"告诉 Godot,如果用户默认按键盘上的 Tab 键,它应该把键盘焦点给哪个节点。你可以"
+"通过编辑 [code]ui_focus_next[/code] 输入动作来改变这个键。\n"
+"如果这个属性没有设置,Godot 会根据场景树中的周围节点选择一个“最佳猜测”。"
#: doc/classes/Control.xml
msgid ""
@@ -20364,9 +20577,9 @@ msgid ""
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
-"告诉Godot,如果用户按键盘上的Shift+Tab键,它应该把键盘焦点给哪个节点,这是默"
-"认。你可以通过编辑[code]ui_focus_prev[/code]输入动作来改变这个键。\n"
-"如果没有设置这个属性,Godot会根据场景树中的周围节点选择一个 \"最佳猜测\"。"
+"告诉 Godot,如果用户按键盘上的 Shift+Tab 键,它应该把键盘焦点给哪个节点,这是"
+"默认。你可以通过编辑 [code]ui_focus_prev[/code] 输入动作来改变这个键。\n"
+"如果没有设置这个属性,Godot 会根据场景树中的周围节点选择一个“最佳猜测”。"
#: doc/classes/Control.xml
msgid ""
@@ -20409,18 +20622,19 @@ msgid ""
"[/codeblock]"
msgstr ""
"改变工具提示的文本。当用户的鼠标光标在这个控件上停留片刻,工具提示就会出现,"
-"前提是[member mouse_filter]属性非[constant MOUSE_FILTER_IGNORE]。你可以用项目"
-"设置中的[code]gui/timers/tooltip_delay_sec[/code]选项改变工具提示出现的时"
-"间。\n"
-"工具提示的弹出将使用默认的实现,或者你可以通过覆盖[method "
-"_make_custom_tooltip]提供一个自定义的实现。默认的工具提示包括一个[PopupPanel]"
-"和[Label],其主题属性可以通过[code]\"TooltipPanel\"[/code]和"
-"[code]\"TooltipLabel\"[/code]方法分别进行自定义。如:\n"
+"前提是 [member mouse_filter] 属性非 [constant MOUSE_FILTER_IGNORE]。你可以用"
+"项目设置中的 [code]gui/timers/tooltip_delay_sec[/code] 选项改变工具提示出现的"
+"时间。\n"
+"工具提示的弹出将使用默认的实现,或者你可以通过覆盖 [method "
+"_make_custom_tooltip] 提供一个自定义的实现。默认的工具提示包括一个 "
+"[PopupPanel] 和 [Label],其主题属性可以通过 [Theme] 的方法对 "
+"[code]\"TooltipPanel\"[/code] 和 [code]\"TooltipLabel\"[/code] 分别进行自定"
+"义。如:\n"
"[codeblock]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
-"# 我们在这里假设`theme`属性已经被事先分配了一个自定义的Theme。\n"
+"# 我们在这里假设`theme`属性已经被事先分配了一个自定义的 Theme。\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/codeblock]"
@@ -20432,9 +20646,9 @@ msgid ""
"handling. The viewport first hides the modal and after marks the input as "
"handled."
msgstr ""
-"启用当你关闭控件模态时,输入是否传播。\n"
-"如果为 [code]false[/code],在视区输入事件处理时将停止事件处理。视区首先隐藏模"
-"态,之后将输入标记为已处理。"
+"关闭模态控件时,输入是否传播。\n"
+"如果为 [code]false[/code],事件处理将停止在视区的输入事件处理。该视区会先将模"
+"态控件隐藏,然后再将输入标记为已处理。"
#: doc/classes/Control.xml
msgid ""
@@ -20597,7 +20811,7 @@ msgstr ""
msgid ""
"The size of the node's bounding rectangle, in pixels. [Container] nodes "
"update this property automatically."
-msgstr "节点边界矩形的大小,以像素为单位。[Container]节点会自动更新此属性。"
+msgstr "节点边界矩形的大小,以像素为单位。[Container] 节点会自动更新此属性。"
#: doc/classes/Control.xml
msgid ""
@@ -20764,11 +20978,11 @@ msgstr "当节点更改大小时发送。使用 [member rect_size] 获取新大
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer enters the node."
-msgstr "当鼠标指针进入节点时发送。"
+msgstr "当鼠标指针进入该节点时发送。"
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer exits the node."
-msgstr "当鼠标指针退出节点时发送。"
+msgstr "当鼠标指针退出该节点时发送。"
#: doc/classes/Control.xml
msgid "Sent when the node grabs focus."
@@ -20784,8 +20998,8 @@ msgid ""
"control. Happens when you call one of the [code]add_*_override[/code] "
"methods."
msgstr ""
-"当节点的 [member theme] 改变时,就在Godot重绘控件之前发送。当你调用"
-"[code]add_*_override[/code]方法之一时发生。"
+"当节点的 [member theme] 改变时,就在 Godot 重绘控件之前发送。当你调用 "
+"[code]add_*_override[/code] 方法之一时发生。"
#: doc/classes/Control.xml
msgid "Sent when an open modal dialog closes. See [method show_modal]."
@@ -20817,8 +21031,8 @@ msgid ""
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
-"当用户将节点悬停时,显示系统的I型光束鼠标光标。工字梁指针的形状类似于“I”。它"
-"告诉用户他们可以突出显示或插入文本。"
+"当用户将节点悬停时,显示系统的 I 型光束鼠标光标。工字梁指针的形状类似于“I”。"
+"它告诉用户他们可以突出显示或插入文本。"
#: doc/classes/Control.xml
msgid ""
@@ -20857,7 +21071,7 @@ msgid ""
"grabbing, like a node in the Scene dock."
msgstr ""
"当用户悬停节点时,显示系统的落地鼠标光标。它可以是一个张开的手。它告诉用户可"
-"以放下一个他们当前正在抓取的物品,比如场景dock中的一个节点。"
+"以放下一个他们当前正在抓取的物品,比如场景面板中的一个节点。"
#: doc/classes/Control.xml
msgid ""
@@ -20910,8 +21124,8 @@ msgid ""
"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
"a UI element freely."
msgstr ""
-"当用户将节点悬停时,显示系统的移动鼠标光标。它以90度角显示2个双向箭头。它告诉"
-"用户他们可以自由移动 UI 元素。"
+"当用户将节点悬停时,显示系统的移动鼠标光标。它以 90 度角显示 2 个双向箭头。它"
+"告诉用户他们可以自由移动 UI 元素。"
#: doc/classes/Control.xml
msgid ""
@@ -21097,8 +21311,8 @@ msgid ""
"the available space without pushing any other node. Use with [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
-"告诉父[Container]扩展此节点的边界,以在不推其他节点的情况下填充所有可用空间。"
-"使用[member size_flags_horizontal]和[member size_flags_vertical]。"
+"告诉父 [Container] 扩展此节点的边界,以在不推其他节点的情况下填充所有可用空"
+"间。用于 [member size_flags_horizontal] 和 [member size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
@@ -21108,17 +21322,17 @@ msgid ""
"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
"[member size_flags_vertical]."
msgstr ""
-"告诉父级[Container]让该节点占用您标记的轴上的所有可用空间。如果将多个相邻节点"
-"设置为扩展,它们将根据其拉伸比共享空间。参阅[member "
-"size_flags_stretch_ratio]。与[member size_flags_horizontal]和[member "
-"size_flags_vertical]一起使用。"
+"告诉父级 [Container] 让该节点占用您标记的轴上的所有可用空间。如果将多个相邻节"
+"点设置为扩展,它们将根据其拉伸比共享空间。见 [member "
+"size_flags_stretch_ratio]。用于 [member size_flags_horizontal] 和 [member "
+"size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
"Sets the node's size flags to both fill and expand. See the 2 constants "
"above for more information."
msgstr ""
-"将节点的大小标志设置为同时填充和扩展。有关更多信息,请参阅上面的2个常量。"
+"将节点的大小标志设置为同时填充和扩展。有关更多信息,请参阅上面的 2 个常量。"
#: doc/classes/Control.xml
msgid ""
@@ -21128,8 +21342,8 @@ msgid ""
"size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 使节点本身居中。它基于控件的包围框居中,因此它不适用于 "
-"fill 或 expand 尺寸标志。与 [member size_flags_horizontal] 和 [member "
-"size_flags_vertical] 一起使用。"
+"fill 或 expand 尺寸标志。用于 [member size_flags_horizontal] 和 [member "
+"size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
@@ -21139,8 +21353,8 @@ msgid ""
"size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 将节点与其末端(底部或右侧)对齐。它不适用于 fill 或 "
-"expand size 标志。与 [member size_flags_horizontal] 和 [member "
-"size_flags_vertical] 一起使用。"
+"expand size 标志。用于 [member size_flags_horizontal] 和 [member "
+"size_flags_vertical]。"
#: doc/classes/Control.xml
msgid ""
@@ -21297,7 +21511,8 @@ msgid ""
"and doesn't need to be configured by the user."
msgstr ""
"基于 CPU 的 3D 粒子节点,用于创建各种粒子系统和效果。\n"
-"参阅 [Particles],它是以硬件加速提供相同的功能,但可能无法在旧设备上运行。\n"
+"另请参阅 [Particles],它是以硬件加速提供相同的功能,但可能无法在旧设备上运"
+"行。\n"
"[b]注意:[/b]与 [Particles] 不同,其可见性矩形是即时生成的,不需要用户配置。"
#: doc/classes/CPUParticles.xml
@@ -21324,7 +21539,7 @@ msgstr "返回由 [enum Parameter] 指定的参数的随机性系数。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the enabled state of the given flag (see [enum Flags] for options)."
-msgstr "返回给定标志的启用状态(有关选项,请参阅 [enum Flags])。"
+msgstr "返回给定标志的启用状态(可选项见 [enum Flags])。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Restarts the particle emitter."
@@ -21345,7 +21560,7 @@ msgstr "设置 [enum Parameter] 指定的参数的随机性因子。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Enables or disables the given flag (see [enum Flags] for options)."
-msgstr "启用或禁用给定标志(有关选项,请参阅 [enum Flags])。"
+msgstr "启用或禁用给定标志(可选项见 [enum Flags])。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -21463,7 +21678,7 @@ msgstr "指定粒子发射方向的单位向量。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particle draw order. Uses [enum DrawOrder] values."
-msgstr "粒子绘制顺序。使用 [enum DrawOrder] 值。"
+msgstr "粒子绘制顺序。使用 [enum DrawOrder] 的值。"
#: doc/classes/CPUParticles.xml
msgid ""
@@ -21560,7 +21775,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Align Y axis of particle with the direction of its velocity."
-msgstr "将粒子的Y轴与其速度方向对齐。"
+msgstr "将粒子的 Y 轴与其速度方向对齐。"
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles will not move on the z axis."
@@ -21611,7 +21826,7 @@ msgstr "色相变化随机率。"
msgid ""
"Initial velocity magnitude for each particle. Direction comes from [member "
"spread] and the node's orientation."
-msgstr "每个粒子的初始速度大小。方向来自[member spread]和节点的方向。"
+msgstr "每个粒子的初始速度大小。方向取决于 [member spread] 和该节点的朝向。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21621,7 +21836,7 @@ msgstr "初始速度随机率。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "The amount of time each particle will exist (in seconds)."
-msgstr "每个粒子存在的时间,以秒为单位。"
+msgstr "每个粒子存在的时间(以秒为单位)。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -21677,7 +21892,7 @@ msgid ""
msgstr ""
"应用于每个粒子的轨道速度。使粒子在局部XY平面上绕原点旋转。用每秒绕原点旋转的"
"次数来表示。\n"
-"只有当[member flag_disable_z]为 [code]true[/code] 时,此属性才可用。"
+"只有当 [member flag_disable_z] 为 [code]true[/code] 时,此属性才可用。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's orbital velocity will vary along this [Curve]."
@@ -21998,8 +22213,8 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the simulation of the particle system itself."
msgstr ""
-"粒子系统的帧速率固定为一个值。例如,将值更改为2将使粒子以每秒2帧的速度渲染。"
-"注意,这不会减慢粒子系统本身的仿真速度。"
+"粒子系统的帧速率固定为一个值。例如,将值更改为 2 将使粒子以每秒 2 帧的速度渲"
+"染。注意,这不会减慢粒子系统本身的仿真速度。"
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid ""
@@ -22146,8 +22361,8 @@ msgid ""
"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
"size."
msgstr ""
-"用提供的私人[code]key[/code]解密给定的[code]ciphertext[/code]。\n"
-"[b]注意:[/b]所接受的密码文本的最大尺寸受到密钥大小限制。"
+"用提供的私钥 [code]key[/code] 解密给定的密文 [code]ciphertext[/code]。\n"
+"[b]注意:[/b]所接受的密文的最大尺寸受到密钥大小的限制。"
#: doc/classes/Crypto.xml
msgid ""
@@ -22156,8 +22371,8 @@ msgid ""
"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
"size."
msgstr ""
-"用提供的公钥 [code]key[/code] 加密给定的[code]plaintext[/code]。\n"
-"[b]注意:[/b]接受的明文的最大尺寸受到密钥大小的限制。"
+"用提供的公钥 [code]key[/code] 加密给定的明文 [code]plaintext[/code]。\n"
+"[b]注意:[/b]所接受的明文的最大尺寸受到密钥大小的限制。"
#: doc/classes/Crypto.xml
msgid ""
@@ -22217,9 +22432,9 @@ msgid ""
"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
"HashingContext.HASH_SHA1] are supported."
msgstr ""
-"使用 [code]key[/code] 生成 [code]msg[/code] 的 [url=https://en.wikipedia.org/"
-"wiki/HMAC]HMAC[/url] 摘要。[code]hash_type[/code] 参数是用于内部和外部哈希的"
-"哈希算法。\n"
+"使用密钥 [code]key[/code] 生成 [code]msg[/code] 的 [url=https://en.wikipedia."
+"org/wiki/HMAC]HMAC[/url] 摘要。[code]hash_type[/code] 参数是用于内部和外部哈"
+"希的哈希算法。\n"
"目前仅支持 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext."
"HASH_SHA1]。"
@@ -22591,7 +22806,7 @@ msgid ""
"coordinates will match geometry exactly with no tiling."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米"
-"为单位,将进行平铺。当设置为0时,纹理坐标将与几何图形完全匹配,没有平铺。"
+"为单位,将进行平铺。当设置为 0 时,纹理坐标将与几何图形完全匹配,没有平铺。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -22671,16 +22886,16 @@ msgid ""
"will determine the distance, in meters, each interval of the path will "
"extrude."
msgstr ""
-"当 [member mode] 被设置为路径[constant MODE_PATH] 时,[member path_interval] "
-"将决定路径的每个间隔将被挤出的距离,单位为米。"
+"当 [member mode] 被设置为 [constant MODE_PATH] 时,[member path_interval] 将"
+"决定路径的每个间隔将被挤出的距离,单位为米。"
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will subdivide the polygons along the path."
msgstr ""
-"当 [member mode] 被设置为路径 [constant MODE_PATH]时,[member path_interval] "
-"将沿着路径细分多边形。"
+"当 [member mode] 被设置为 [constant MODE_PATH]时,[member path_interval] 将沿"
+"着路径细分多边形。"
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid "Base class for CSG primitives."
@@ -22806,8 +23021,8 @@ msgid ""
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
-"在此形状上执行的操作。对于第一个CSG子节点,将忽略此操作,因为操作是在此节点与"
-"该节点父级的上一个子级之间进行的。"
+"在此形状上执行的操作。对于第一个 CSG 子节点,将忽略此操作,因为操作是在此节点"
+"与该节点父级的上一个子级之间进行的。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -22824,8 +23039,8 @@ msgid ""
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden."
msgstr ""
-"为我们的 CSG 形状向物理引擎添加碰撞形状。这将始终像一个静态物体。请注意,即使"
-"CSG形状本身被隐藏,碰撞形状仍处于活动状态。"
+"为我们的 CSG 形状向物理引擎添加碰撞形状。这将始终像一个静态物体。请注意,即"
+"使 CSG 形状本身被隐藏,碰撞形状仍处于活动状态。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -22930,8 +23145,8 @@ msgid ""
"effect making the torus seem rounded. If [code]false[/code] the torus will "
"have a flat shaded look."
msgstr ""
-"如果[code]true[/code]设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。如"
-"果为 [code]false[/code],则圆环将具有平坦的阴影表现。"
+"如果 [code]true[/code] 设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。"
+"如果为 [code]false[/code],则圆环将具有平坦的阴影表现。"
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
@@ -23243,10 +23458,13 @@ msgstr "数学曲线。"
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
"可以保存并重新用于其他对象的曲线。默认情况下,它在 Y 轴上的范围在 [code]0[/"
-"code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] Y 位置。"
+"code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] Y 位置。\n"
+"另请参阅为颜色插值设计的 [Gradient]。另请参阅 [Curve2D] 和 [Curve3D]。"
#: doc/classes/Curve.xml
msgid ""
@@ -23407,24 +23625,24 @@ msgstr ""
"动采样用于其他目的。\n"
"它保留了沿曲线的预计算点的缓存,以加快进一步的计算。"
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-"在曲线的 [code]position[/code] 上添加一个点,相对于该 [Curve2D] 的位置,以及"
-"控制点 [code]in[/code] 和 [code]out[/code]。\n"
-"如果给定了 [code]at_position[/code],这个点会被插入到点号 [code]at_position[/"
-"code] 之前,并将这个点(以及之后的每一个点)移到被插入点之后。如果 "
-"[code]at_position[/code] 没有给定,或者是非法值([code]at_position <0[/code] "
-"或 [code]at_position >= [method get_point_count][/code]),该点将被追加在点列"
-"表的最后。"
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
+msgstr ""
+"在指定的位置 [code]position[/code] 上添加一个点,相对于该曲线自身的位置,控制"
+"点为 [code]in[/code] 和 [code]out[/code]。新的点会被加入到点的列表末尾。\n"
+"如果给定了索引 [code]index[/code],这个新点会被插入到 [code]index[/code] 所对"
+"应的现存点之前。从 [code]index[/code] 往后的所有现存点都会在列表中往后移一"
+"位。该索引必须大于等于 [code]0[/code],不能够超出线段上现存点的数量。见 "
+"[method get_point_count]。"
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -23476,8 +23694,8 @@ msgid ""
"console, and returns [code](0, 0)[/code]."
msgstr ""
"返回从顶点 [code]idx[/code] 引出的控制点位置。返回的位置是相对于顶点 "
-"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, "
-"0)[/code]。"
+"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, 0)[/"
+"code]。"
#: doc/classes/Curve2D.xml
msgid ""
@@ -23621,25 +23839,6 @@ msgstr ""
"它沿曲线保留了一个预先计算好的点缓存,以加快进一步的计算。"
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-"在曲线的 [code]position[/code] 上添加一个点,相对于该 [Curve2D] 的位置,以及"
-"控制点 [code]in[/code] 和 [code]out[/code]。\n"
-"如果给定了 [code]at_position[/code],这个点会被插入到点号 [code]at_position[/"
-"code] 之前,并将这个点(以及之后的每一个点)移到被插入点之后。如果 "
-"[code]at_position[/code] 没有给定,或者是非法值([code]at_position <0[/code] "
-"或 [code]at_position >= [method get_point_count][/code]),该点将被追加在点列"
-"表的最后。"
-
-#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "以 [PoolVector3Array] 的形式返回缓存的点。"
@@ -23880,6 +24079,14 @@ msgid "Cylinder shape for collisions."
msgstr "碰撞用的圆柱体形状。"
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr "圆柱体的高度。"
@@ -24599,7 +24806,7 @@ msgid ""
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
"创建一个目录。参数可以是当前目录的相对路径,也可以是绝对路径。目标目录应该放"
-"置在一个已经存在的目录中(如果要递归创建完整的路径,请参阅[method "
+"置在一个已经存在的目录中(如果要递归创建完整的路径,请参阅 [method "
"make_dir_recursive])。\n"
"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。"
@@ -24886,11 +25093,11 @@ msgstr "返回给定 [code]type[/code] 的间距(见 [enum SpacingType])。"
#: doc/classes/DynamicFont.xml
msgid "Removes the fallback font at index [code]idx[/code]."
-msgstr "移除位于索引[code]idx[/code]处的后备字体。"
+msgstr "移除位于索引 [code]idx[/code] 处的后备字体。"
#: doc/classes/DynamicFont.xml
msgid "Sets the fallback font at index [code]idx[/code]."
-msgstr "设置索引[code]idx[/code]处的后备字体。"
+msgstr "设置索引 [code]idx[/code] 处的后备字体。"
#: doc/classes/DynamicFont.xml
msgid ""
@@ -25013,7 +25220,7 @@ msgstr "矢量字体文件的路径。"
#: doc/classes/DynamicFontData.xml
msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
-msgstr "FreeType 使用的字体提示模式。参阅 [enum Hinting] 选项。"
+msgstr "FreeType 使用的字体提示模式。可选项见 [enum Hinting]。"
#: doc/classes/DynamicFontData.xml
msgid ""
@@ -25237,8 +25444,8 @@ msgid ""
"specified by [code]class_name[/code]."
msgstr ""
"如果 [code]class_name[/code] 指定的类中的 [code]property[/code] 属性被禁用,"
-"则返回 [code]true[/code]。禁用某一属性后,当选中继承自 "
-"[code]class_name[/code] 类的节点时,该属性将不会出现在检查器中。"
+"则返回 [code]true[/code]。禁用某一属性后,当选中继承自 [code]class_name[/"
+"code] 类的节点时,该属性将不会出现在检查器中。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25254,9 +25461,8 @@ msgid ""
"format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method."
msgstr ""
-"从文件中加载一个编辑器功能配置文件。该文件必须遵循 JSON "
-"格式,通过使用功能配置文件管理器的[b]导出[/b]按钮或 [method save_to_file] "
-"方法获得。"
+"从文件中加载一个编辑器功能配置文件。该文件必须遵循 JSON 格式,通过使用功能配"
+"置文件管理器的[b]导出[/b]按钮或 [method save_to_file] 方法获得。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25264,9 +25470,8 @@ msgid ""
"imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method."
msgstr ""
-"将编辑器的功能配置保存到 JSON "
-"格式的文件中。然后可以使用功能配置文件管理器的[b]导入[/b]按钮或 [method "
-"load_from_file] 方法导入它。"
+"将编辑器的功能配置保存到 JSON 格式的文件中。然后可以使用功能配置文件管理器的"
+"[b]导入[/b]按钮或 [method load_from_file] 方法导入它。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25274,9 +25479,8 @@ msgid ""
"by [code]class_name[/code]. When disabled, the class won't appear in the "
"Create New Node dialog."
msgstr ""
-"如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
-"[code]class_name[/code] 指定的类。禁用后,该类不会出现在“创建新 "
-"Node”对话框中。"
+"如果 [code]disable[/code] 为 [code]true[/code],则禁用 [code]class_name[/"
+"code] 指定的类。禁用后,该类不会出现在“创建新 Node”对话框中。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25285,9 +25489,9 @@ msgid ""
"appear in the Create New Node dialog but the inspector will be read-only "
"when selecting a node that extends the class."
msgstr ""
-"如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
-"[code]class_name[/code] 指定的类的编辑。禁用后,该类仍然会出现在“创建新 "
-"Node”对话框中,但在选中继承的节点时,检查器将只读。"
+"如果 [code]disable[/code] 为 [code]true[/code],则禁用 [code]class_name[/"
+"code] 指定的类的编辑。禁用后,该类仍然会出现在“创建新 Node”对话框中,但在选中"
+"继承的节点时,检查器将只读。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25296,10 +25500,9 @@ msgid ""
"When a property is disabled, it won't appear in the inspector when selecting "
"a node that extends the class specified by [code]class_name[/code]."
msgstr ""
-"如果 [code]disable[/code] 为 [code]true[/code],则禁用 "
-"[code]class_name[/code] 指定的类中的 [code]property[/code] "
-"属性的编辑。禁用某一属性后,选中继承自 [code]class_name[/code] "
-"指定的类的节点时,这个属性将不会出现在检查器中。"
+"如果 [code]disable[/code] 为 [code]true[/code],则禁用 [code]class_name[/"
+"code] 指定的类中的 [code]property[/code] 属性的编辑。禁用某一属性后,选中继承"
+"自 [code]class_name[/code] 指定的类的节点时,这个属性将不会出现在检查器中。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25336,7 +25539,7 @@ msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib
msgid ""
"Scene tree editing. If this feature is disabled, the Scene tree dock will "
"still be visible but will be read-only."
-msgstr "场景树编辑。如果禁用此功能,场景树停靠点仍将可见,但将是只读的。"
+msgstr "场景树编辑。如果禁用此功能,场景树面板仍将可见,但将是只读的。"
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -25926,7 +26129,7 @@ msgstr ""
#: doc/classes/EditorInspector.xml
msgid "A control used to edit properties of an object."
-msgstr "用于编辑所选节点属性的控件。"
+msgstr "用于编辑对象属性的控件。"
#: doc/classes/EditorInspector.xml
msgid ""
@@ -26531,9 +26734,9 @@ msgid ""
"custom gizmos to the 3D preview viewport for a [Spatial].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
-"注册一个新的空间辅助器插件 [EditorSpatialGizmoPlugin]。Gizmo插件用于为 "
-"[Spatial] 的 3D预览视窗添加自定义的 gizmos。\n"
-"参见 [method add_inspector_plugin] 以了解如何注册一个插件的例子。"
+"注册一个新的 [EditorSpatialGizmoPlugin]。小工具插件可以在 3D 预览视区中为 "
+"[Spatial] 添加自定义的小工具。\n"
+"注册插件的示例见 [method add_inspector_plugin]。"
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27020,7 +27223,7 @@ msgstr "删除由 [method add_scene_import_plugin] 注册的场景导入器。"
#: doc/classes/EditorPlugin.xml
msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
-msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的控制器插件。"
+msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的小工具插件。"
#: doc/classes/EditorPlugin.xml
msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
@@ -27687,6 +27890,7 @@ msgid "Base script that can be used to add extension functions to the editor."
msgstr "可用于为编辑器添加扩展功能的基础脚本。"
#: doc/classes/EditorScript.xml
+#, fuzzy
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
@@ -27704,7 +27908,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的"
"[b]文件 > 运行[/b]菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 "
@@ -28042,7 +28249,7 @@ msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid "Custom gizmo for editing Spatial objects."
-msgstr "用于编辑空间对象的自定义小工具。"
+msgstr "用于编辑 Spatial 对象的自定义小工具。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28058,7 +28265,7 @@ msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
-"将指定的 [code]segments[/code] 添加到 gizmo 的碰撞形状中,以便挑选。在 "
+"将指定的线段 [code]segments[/code] 添加到小工具的碰撞形状中,用于点选。请在 "
"[method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
@@ -28067,8 +28274,8 @@ msgid ""
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
-"将碰撞三角形添加到小工具中,供挑选。也可以从普通的 [Mesh] 生成 "
-"[TriangleMesh]。在 [method redraw] 时调用此函数。"
+"将碰撞三角形添加到小工具中,用于点选。也可以从普通的 [Mesh] 生成 "
+"[TriangleMesh]。请在 [method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28077,8 +28284,8 @@ msgid ""
"There are virtual functions which will be called upon editing of these "
"handles. Call this function during [method redraw]."
msgstr ""
-"添加一个句柄(点)列表,可以用来对编辑的对象进行变形。\n"
-"有一些虚函数将在编辑这些句柄时被调用。在 [method redraw]时调用这个函数。"
+"添加列表中的手柄(点),可以用来对编辑的对象进行变形。\n"
+"编辑这些手柄时会调用一些虚函数。请在 [method redraw] 时调用这个函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28086,8 +28293,8 @@ msgid ""
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
-"用给定的材质在小工具上添加线条到 gizmo(作为 2 个点的集合)。线条用于可视化 "
-"gizmo。在 [method redraw] 时调用此函数。"
+"在小工具上添加使用给定材质的线条(形式为 2 个点的集合)。线条将用于显示小工"
+"具。请在 [method redraw] 时调用此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28096,10 +28303,10 @@ msgid ""
"is [code]true[/code], the mesh will rotate to always face the camera. Call "
"this function during [method redraw]."
msgstr ""
-"以指定的 [code]billboard[/code] 状态、[code]skeleton[/code] 和 "
-"[code]materia[/code] 添加网格到小工具。如果 [code]billboard[/code] 为 "
-"[code]true[/code],则网格将旋转为始终面向相机。在 [method redraw] 时调用此函"
-"数。"
+"在小工具上添加指定的网格,网格使用的是指定的 [code]billboard[/code] 状态、"
+"[code]skeleton[/code] 和 [code]materia[/code]。如果 [code]billboard[/code] "
+"为 [code]true[/code],则网格将旋转为始终面向相机。请在 [method redraw] 时调用"
+"此函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28110,7 +28317,7 @@ msgstr "添加一个未缩放的广告牌以实现可视化。在 [method redraw
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Removes everything in the gizmo including meshes, collisions and handles."
-msgstr "移除小工具中的一切,包括网格、碰撞和句柄。"
+msgstr "移除小工具中的一切,包括网格、碰撞和手柄。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28119,9 +28326,9 @@ msgid ""
"If the [code]cancel[/code] parameter is [code]true[/code], an option to "
"restore the edited value to the original is provided."
msgstr ""
-"提交一个正在编辑的句柄(句柄必须是之前通过[method add_handles]添加的)。\n"
-"如果[code]cancel[/code]参数是[code]true[/code],则提供了一个将编辑后的值恢复"
-"到原始值的选项。"
+"提交正在编辑的手柄(手柄必须是之前通过 [method add_handles] 添加的)。\n"
+"如果 [code]cancel[/code] 参数为 [code]true[/code],则会提供一个将编辑后的值恢"
+"复到原始值的选项。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28129,16 +28336,16 @@ msgid ""
"by [method add_handles]).\n"
"Handles can be named for reference to the user when editing."
msgstr ""
-"获取已编辑的句柄的名称(句柄必须是之前通过[method add_handles]添加的)。\n"
-"句柄的名称可以在编辑时被命名作为用户参考。"
+"获取编辑的手柄的名称(手柄必须是之前通过 [method add_handles] 添加的)。\n"
+"手柄的名称可以在编辑时被命名作为用户参考。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets actual value of a handle. This value can be anything and used for "
"eventually undoing the motion when calling [method commit_handle]."
msgstr ""
-"获取一个句柄的实际值,这个值可以是任何东西,用于在调用[method commit_handle]"
-"时最终撤销动作。这个值可以是任何东西,用于在调用[method commit_handle]时最终"
+"获取手柄的实际值。这个值可以是任何东西,用于在调用 [method commit_handle] 时"
+"最终撤销动作。这个值可以是任何东西,用于在调用 [method commit_handle] 时最终"
"撤销动作。"
#: doc/classes/EditorSpatialGizmo.xml
@@ -28158,15 +28365,16 @@ msgid ""
"Returns [code]true[/code] if the handle at index [code]index[/code] is "
"highlighted by being hovered with the mouse."
msgstr ""
-"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回 [code]true[/code]。"
+"如果鼠标悬停在索引为 [code]index[/code] 的手柄上使之高亮,则返回 [code]true[/"
+"code]。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"This function is called when the [Spatial] this gizmo refers to changes (the "
"[method Spatial.update_gizmo] is called)."
msgstr ""
-"当这个工具所指 [Spatial] 的变化时([method Spatial.update_gizmo] 函数被调"
-"用)。"
+"这个小工具所引用的 [Spatial] 发生变化时([method Spatial.update_gizmo] 函数被"
+"调用)会调用这个函数。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -28175,8 +28383,8 @@ msgid ""
"The [Camera] is also provided so screen coordinates can be converted to "
"raycasts."
msgstr ""
-"当用户在屏幕坐标中拖动一个 gizmo 工具手柄时(之前用 [method add_handles] 添加"
-"的),就会使用这个函数。\n"
+"当用户在屏幕坐标中拖动小工具手柄时(之前用 [method add_handles] 添加),就会"
+"使用这个函数。\n"
"还提供了相机 [Camera],以便将屏幕坐标转换为射线投影。"
#: doc/classes/EditorSpatialGizmo.xml
@@ -28184,18 +28392,19 @@ msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
-"设置工具的隐藏状态。如果为 [code]true[/code],则小控件将被隐藏。如果为 "
-"[code]false[/code],将显示它。"
+"设置该小工具的隐藏状态。如果为 [code]true[/code],则该小工具将被隐藏。如果为 "
+"[code]false[/code] 则会显示。"
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
"inherit from [Spatial]."
-msgstr "设置工具的参考 [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。"
+msgstr ""
+"设置该小工具所引用的 [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid "Used by the editor to define Spatial gizmo types."
-msgstr "由编辑部用于定义空间小工具的类型。"
+msgstr "由编辑部用于定义 Spatial 小工具的类型。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28206,8 +28415,8 @@ msgid ""
"To use [EditorSpatialGizmoPlugin], register it using the [method "
"EditorPlugin.add_spatial_gizmo_plugin] method first."
msgstr ""
-"[EditorSpatialGizmoPlugin] 可用于定义新的控制器类型。这样做的主要方法有两种:"
-"比较简单的控制器可以扩展 [EditorSpatialGizmoPlugin],或者可以创建新的 "
+"[EditorSpatialGizmoPlugin] 可用于定义新的小工具类型。这样做的主要方法有两种:"
+"比较简单的小工具可以扩展 [EditorSpatialGizmoPlugin],或者可以创建新的 "
"[EditorSpatialGizmo] 类型。有关更多信息,请参阅文档中的教程。\n"
"要使用 [EditorSpatialGizmoPlugin],请先用 [method EditorPlugin."
"add_spatial_gizmo_plugin] 注册。"
@@ -28225,13 +28434,13 @@ msgid ""
"Override this method to define whether the gizmo can be hidden or not. "
"Returns [code]true[/code] if not overridden."
msgstr ""
-"重写此方法以定义是否可以隐藏 Gizmo。如果未覆盖,则返回 [code]true[/code]。"
+"重写此方法以定义是否可以隐藏该小工具。如果未覆盖,则返回 [code]true[/code]。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to commit gizmo handles. Called for this plugin's "
"active gizmos."
-msgstr "重写此方法以提交 Gizmo 句柄。调用此插件的活动辅助工具。"
+msgstr "重写此方法以提交小工具手柄。会为这个插件的活动小工具进行调用。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28282,13 +28491,13 @@ msgstr ""
msgid ""
"Override this method to provide gizmo's handle names. Called for this "
"plugin's active gizmos."
-msgstr "重写此方法以提供 Gizmo 的句柄名称。调用此插件的活动工具。"
+msgstr "重写此方法以提供小工具的手柄名称。会为这个插件的活动小工具进行调用。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets actual value of a handle from gizmo. Called for this plugin's active "
"gizmos."
-msgstr "从 Gizmo 获取句柄的实际值。调用此插件的活动工具。"
+msgstr "从小工具获取手柄的实际值。会为这个插件的活动小工具进行调用。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28303,7 +28512,7 @@ msgstr ""
msgid ""
"Override this method to provide the name that will appear in the gizmo "
"visibility menu."
-msgstr "重写此方法以提供将出现在工具可见性菜单中的名称。"
+msgstr "重写此方法以提供将出现在小工具可见性菜单中的名称。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28314,10 +28523,10 @@ msgid ""
"overridden, this method will return [code]0[/code], which means custom "
"gizmos will automatically override built-in gizmos."
msgstr ""
-"重写此方法可以设置工具的优先级。值越高,优先级越高。如果具有较高优先级的工具"
-"与另一个工具发生冲突,则仅使用具有较高优先级的工具。\n"
-"所有内置编辑器小控件均返回 [code]-1[/code]优先级。如果未重写,则此方法将返回 "
-"[code]0[/code],这意味着自定义控件将自动覆盖内置控件。"
+"重写此方法可以设置小工具的优先级。值越高,优先级越高。如果具有较高优先级的小"
+"工具与另一个小工具发生冲突,则仅使用具有较高优先级的小工具。\n"
+"所有内置编辑器小工具均返回 [code]-1[/code] 优先级。如果未重写,则此方法将返"
+"回 [code]0[/code],这意味着自定义控件将自动覆盖内置小工具。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -28326,34 +28535,36 @@ msgid ""
"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
"assigned and is added to this plugin's list of active gizmos."
msgstr ""
-"覆盖这个方法来定义哪些空间节点有这个插件的 gizmo。每当一个 [Spatial] 节点被添"
-"加到一个场景中时,这个方法就会被调用,如果它返回 [code]true[/code],该节点就"
-"会被分配一个通用的 [EditorSpatialGizmo],并被添加到这个插件的激活 Gizmos列表"
-"中。"
+"覆盖这个方法来定义哪些 Spatial 节点有这个插件的小工具。每当一个 [Spatial] 节"
+"点被添加到一个场景中时,这个方法就会被调用,如果它返回 [code]true[/code],该"
+"节点就会被分配一个通用的 [EditorSpatialGizmo],并被添加到这个插件的激活小工具"
+"列表中。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets whether a handle is highlighted or not. Called for this plugin's active "
"gizmos."
-msgstr "获取句柄是否高亮显示。调用此插件的活动工具。"
+msgstr "获取手柄是否高亮显示。会为这个插件的活动小工具进行调用。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define whether a Spatial with this gizmo should be "
"selectable even when the gizmo is hidden."
-msgstr "覆盖此方法,以定义具有此工具的空间是否应该在工具被隐藏时也可以被选择。"
+msgstr ""
+"覆盖此方法,以定义具有此小工具的 Spatial 是否应该在小工具被隐藏时也可以被选"
+"择。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Callback to redraw the provided gizmo. Called for this plugin's active "
"gizmos."
-msgstr "回调以重新绘制提供的工具。调用此插件的活动工具。"
+msgstr "用以重绘给定的小工具的回调。会为这个插件的活动小工具进行调用。"
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Update the value of a handle after it has been updated. Called for this "
"plugin's active gizmos."
-msgstr "更新句柄后更新其值。调用此插件的活动工具。"
+msgstr "更新手柄后更新其值。会为这个插件的活动小工具进行调用。"
#: doc/classes/EditorSpinSlider.xml
msgid "Godot editor's control for editing numeric values."
@@ -28779,8 +28990,8 @@ msgid ""
"here.\n"
"[/codeblock]"
msgstr ""
-"返回自引擎初始化以来的总帧数,在每个[b]空闲帧[/b]都会进行,无论渲染循环是否被"
-"启用。参阅 [method get_frames_drawn] 和 [method get_physics_frames]。\n"
+"返回自引擎初始化以来的总帧数,无论是否启用渲染循环,每个[b]空闲帧[/b]都会增"
+"长。另请参阅 [method get_frames_drawn] 和 [method get_physics_frames]。\n"
"[method get_idle_frames] 可以用来减少运行高消耗逻辑的次数,而不需要依靠 "
"[Timer]。\n"
"[codeblock]\n"
@@ -29020,14 +29231,14 @@ msgstr ""
"信息可能会被隐藏,即使它们是由其他脚本触发。如果在 [code]tool[/code] 脚本中把"
"这个设置为 [code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用之"
"前,[i]请勿[/i]报告错误(因为默认情况下是会的)。\n"
-"[b]注意:[/b]当从编辑器运行一个项目时,这个属性不影响编辑器的错误选项卡。"
+"[b]注意:[/b]从编辑器运行项目时,这个属性不影响编辑器的错误选项卡。"
#: doc/classes/Engine.xml
msgid ""
"The desired frames per second. If the hardware cannot keep up, this setting "
"may not be respected. A value of 0 means no limit."
msgstr ""
-"所需的每秒帧数。如果硬件无法跟上,则可能不遵守此设置。值为0表示没有限制。"
+"所需的每秒帧数。如果硬件无法跟上,则可能不遵守此设置。值为 0 表示没有限制。"
#: doc/classes/Engine.xml
msgid ""
@@ -29688,8 +29899,8 @@ msgid ""
"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
-"要使用的色调映射模式。色调映射是将 HDR 值“转换”为适合在 SDR "
-"显示器上呈现的值过程。(Godot 尚不支持在 HDR 显示器上进行渲染。)"
+"要使用的色调映射模式。色调映射是将 HDR 值“转换”为适合在 SDR 显示器上呈现的值"
+"过程。(Godot 尚不支持在 HDR 显示器上进行渲染。)"
#: doc/classes/Environment.xml
msgid ""
@@ -29740,7 +29951,7 @@ msgid ""
msgstr ""
"使用自定义的透明颜色清除背景,并允许定义天空的阴影和反射。这种模式比 "
"[constant BG_SKY] 稍快,应是在可以看到反射,但天空本身不可见的场景中的首选"
-"(例如,自上而下的相机)。"
+"(例如俯视角相机)。"
#: doc/classes/Environment.xml
msgid "Displays a [CanvasLayer] in the background."
@@ -30146,11 +30357,17 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
-"将整个文件作为 [String] 字符串返回。\n"
-"将按照 UTF-8 编码解析文本。"
+"以 [String] 形式返回整个文件。文本会按照 UTF-8 编码解析。\n"
+"如果 [code]skip_cr[/code] 为 [code]true[/code],解析 UTF-8 时会忽略回车符"
+"([code]\\r[/code],CR),只使用换行符([code]\\n[/code],LF)表示新一行的开"
+"始(Unix 规范)。"
#: doc/classes/File.xml
msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
@@ -30701,7 +30918,7 @@ msgid ""
"will change the window title to \"Open a File\")."
msgstr ""
"如果为 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗口标题(例"
-"如,将模式设置为 [constant MODE_OPEN_FILE] 会将窗口标题更改为“打开文件”)。"
+"如将模式设置为 [constant MODE_OPEN_FILE] 会将窗口标题更改为“打开文件”)。"
#: doc/classes/FileDialog.xml
msgid "If [code]true[/code], the dialog will show hidden files."
@@ -30938,13 +31155,17 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
"使用字体在画布项目的指定位置绘制字符 [code]char[/code],使用的颜色是 "
"[code]modulate[/code],并且会根据宽度做裁剪,如果传入了 [code]next[/code] 还"
"会利用到字偶距。[code]position[/code] 指定的是基线,而不是顶部。要从顶部绘"
"制,必须在 Y 轴上加上[i]字体的升部大小[/i]。该函数返回的是字符所使用的宽度,"
-"因此用来逐字符绘制字符串非常方便。"
+"因此用来逐字符绘制字符串非常方便。\n"
+"如果 [code]outline[/code] 为 [code]true[/code],则绘制的是该字符的轮廓而不是"
+"该字符本身。"
#: doc/classes/Font.xml
msgid "Returns the font ascent (number of pixels above the baseline)."
@@ -31005,7 +31226,7 @@ msgstr "返回字体的减少量(低于基线的像素数)。"
#: doc/classes/Font.xml
msgid "Returns the total font height (ascent plus descent) in pixels."
-msgstr "返回总体字体的高度(增加和减少),单位是像素。"
+msgstr "返回字体的总高度(升部加降部),单位为像素。"
#: doc/classes/Font.xml
msgid ""
@@ -31905,11 +32126,11 @@ msgid ""
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
-"将[code]polygon_a[/code]与[code]polygon_b[/code]相交并返回相交的多边形数组。"
-"这在多边形之间执行[constant OPERATION_INTERSECTION]。换句话说,返回多边形共享"
-"的公共区域。如果没有发生相交,则返回一个空数组。\n"
-"该操作可能导致产生外部多边形(边界)和内部多边形(孔),可以通过调用[method "
-"is_polygon_clockwise]来区分。"
+"将 [code]polygon_a[/code] 与 [code]polygon_b[/code] 相交并返回相交的多边形数"
+"组。这在多边形之间执行 [constant OPERATION_INTERSECTION]。换句话说,返回多边"
+"形共享的公共区域。如果没有发生相交,则返回一个空数组。\n"
+"该操作可能导致产生外部多边形(边界)和内部多边形(孔),可以通过调用 [method "
+"is_polygon_clockwise] 来区分。"
#: doc/classes/Geometry.xml
msgid ""
@@ -31968,10 +32189,9 @@ msgid ""
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
-"给定表示图块的 [Vector2] "
-"数组,构建一个地图集。返回的字典有两个键:[code]points[/code] 是 [Vector2] "
-"的数组,用于指定每个图块的位置,[code]size[/code] 包含整个图集的整体大小,"
-"是一个 [Vector2]。"
+"给定表示图块的 [Vector2] 数组,构建一个地图集。返回的字典有两个键:"
+"[code]points[/code] 是 [Vector2] 的数组,用于指定每个图块的位置,[code]size[/"
+"code] 包含整个图集的整体大小,是一个 [Vector2]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -32047,14 +32267,14 @@ msgid ""
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
-"通过[code]delta[/code]单位(像素)对[code]多边形线polyline[/code]进行充气或放"
-"气,产生多边形。如果[code]delta[/code]为正数,则使多段线向外增长。返回一个多"
-"边形数组,因为充气/放气可能导致多个离散的多边形。如果[code]delta[/code]为负"
-"数,返回一个空数组。\n"
-"每个多边形的顶点将由[code]join_type[/code]决定,见[enum PolyJoinType]。\n"
-"每个多边形的端点将由[code]end_type[/code]决定,见[enum PolyEndType]。\n"
-"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用"
-"[method is_polygon_clockwise]来区分。"
+"对多段线 [code]polyline[/code]进行 [code]delta[/code] 个单位(像素)的充气或"
+"放气,产生多边形。如果 [code]delta[/code] 为正数,则使多段线向外增长。返回一"
+"个多边形数组,因为充气/放气可能导致多个离散的多边形。如果 [code]delta[/code] "
+"为负数,返回一个空数组。\n"
+"每个多边形的顶点将由 [code]join_type[/code] 决定,见 [enum PolyJoinType]。\n"
+"每个多边形的端点将由 [code]end_type[/code] 决定,见 [enum PolyEndType]。\n"
+"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用 "
+"[method is_polygon_clockwise] 来区分。"
#: doc/classes/Geometry.xml
msgid ""
@@ -32071,9 +32291,9 @@ msgid ""
"[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection "
"as [Vector3]. If no intersection takes place, an empty [Variant] is returned."
msgstr ""
-"测试从[code]from[/code]开始,方向为[code]dir[/code]的3D射线是否与[code]a[/"
-"code]、[code]b[/code]和[code]c[/code]指定的三角形相交。如果是,返回相交点为"
-"[Vector3]。如果没有发生相交,将返回一个空的[Variant]。"
+"测试从 [code]from[/code] 开始,方向为 [code]dir[/code] 的 3D 射线是否与 "
+"[code]a[/code]、[code]b[/code] 和 [code]c[/code] 指定的三角形相交。如果是,返"
+"回相交点为 [Vector3]。如果没有发生相交,将返回一个空的 [Variant]。"
#: doc/classes/Geometry.xml
msgid ""
@@ -32895,15 +33115,19 @@ msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
"给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 "
"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑"
"色和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高"
-"的偏移量 1 处。"
+"的偏移量 1 处。\n"
+"另请参阅 [Curve],支持更多复杂的缓动函数,但不支持颜色。"
#: doc/classes/Gradient.xml
msgid ""
@@ -33204,8 +33428,8 @@ msgid ""
"Makes it not possible to connect between two different slot types. The type "
"is defined with the [method GraphNode.set_slot] method."
msgstr ""
-"使得两个不同槽型之间的连接成为不可能。该类型是通过[method GraphNode.set_slot]"
-"方法定义的。"
+"使得两个不同槽型之间的连接成为不可能。该类型是通过 [method GraphNode."
+"set_slot] 方法定义的。"
#: doc/classes/GraphEdit.xml
msgid ""
@@ -33231,7 +33455,7 @@ msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Sets the specified [code]node[/code] as the one selected."
-msgstr "选中一个特定的节点 [code]node[/code]."
+msgstr "将指定的 [code]node[/code] 节点设置为选中的节点。"
#: doc/classes/GraphEdit.xml
msgid "If [code]true[/code], the minimap is visible."
@@ -33251,7 +33475,8 @@ msgstr "小图矩形的大小。地图自身基于网格区域的大小,并被
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
-msgstr "如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。"
+msgstr ""
+"如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。"
#: doc/classes/GraphEdit.xml
msgid "The scroll offset."
@@ -33501,7 +33726,7 @@ msgstr "返回槽[code]idx[/code]的左边(输入)颜色[Color]。"
#: doc/classes/GraphNode.xml
msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
-msgstr "返回槽[code]idx[/code]的右边(输出)颜色[Color]。"
+msgstr "返回槽[code]idx[/code]的右边(输出)颜色 [Color]。"
#: doc/classes/GraphNode.xml
msgid "Returns the left (input) type of the slot [code]idx[/code]."
@@ -33539,17 +33764,17 @@ msgid ""
"Individual properties can be set using one of the [code]set_slot_*[/code] "
"methods. You must enable at least one side of the slot to do so."
msgstr ""
-"设置ID为[code]idx[/code]的插槽的属性。\n"
-"如果[code]enable_left[/code]/[code]right[/code],就会出现一个端口,该插槽就可"
-"以从这一侧连接。\n"
-"[code]type_left[/code]/[code]right[/code]是端口的一个任意类型。只有具有相同类"
-"型值的端口才能被连接。\n"
-"[code]color_left[/code]/[code]right[/code]是端口在这一侧的图标的色调。\n"
-"[code]custom_left[/code]/[code]right[/code]是这一侧的端口的自定义纹理。\n"
-"[b]注意:[/b]这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个"
-"[Control]的派生类。\n"
-"可以使用[code]set_slot_*[/code]方法之一来设置单个属性。你必须至少启用插槽的一"
-"边才能这样做。"
+"设置 ID 为 [code]idx[/code] 的插槽的属性。\n"
+"如果 [code]enable_left[/code]/[code]right[/code],就会出现一个端口,该插槽就"
+"可以从这一侧连接。\n"
+"[code]type_left[/code]/[code]right[/code] 是端口的一个任意类型。只有具有相同"
+"类型值的端口才能被连接。\n"
+"[code]color_left[/code]/[code]right[/code] 是端口在这一侧的图标的色调。\n"
+"[code]custom_left[/code]/[code]right[/code] 是这一侧的端口的自定义纹理。\n"
+"[b]注意:[/b]这个方法只设置槽的属性。要创建槽,需要在 GraphNode 中添加一个 "
+"[Control] 的派生类。\n"
+"可以使用 [code]set_slot_*[/code] 方法之一来设置单个属性。你必须至少启用插槽的"
+"一边才能这样做。"
#: doc/classes/GraphNode.xml
msgid ""
@@ -33563,7 +33788,8 @@ msgstr ""
msgid ""
"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
"[code]color_right[/code]."
-msgstr "将插槽 [code]idx[/code] 的右侧(输出)的颜色 [Color] 设置为 "
+msgstr ""
+"将插槽 [code]idx[/code] 的右侧(输出)的颜色 [Color] 设置为 "
"[code]color_right[/code]。"
#: doc/classes/GraphNode.xml
@@ -33622,9 +33848,9 @@ msgid ""
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphNode needs to be resized manually."
msgstr ""
-"如果为 [code]true[/code],用户可以调整图形节点GraphNode的大小。\n"
-"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,图形节点GraphNode"
-"需要手动调整大小。"
+"如果为 [code]true[/code],用户可以调整 GraphNode 的大小。\n"
+"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,GraphNode 需要手"
+"动调整大小。"
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is selected."
@@ -33637,7 +33863,7 @@ msgid ""
"the GraphNode needs to be removed manually."
msgstr ""
"如果为 [code]true[/code],则关闭按钮将可见。\n"
-"[b]注意:[/b]按下它只会发出[signal close_request]信号,需要手动删除图形节点"
+"[b]注意:[/b]按下它只会发出 [signal close_request] 信号,需要手动删除 "
"GraphNode。"
#: doc/classes/GraphNode.xml
@@ -34564,8 +34790,8 @@ msgstr "低级别的超文本传输协议客户端。"
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -34595,8 +34821,8 @@ msgid ""
"managed certificates with a short validity period."
msgstr ""
"超文本传输协议客户端,有时称为“用户代理”。用于发出 HTTP 请求,以下载网络内"
-"容、上传文件和其他数据,或与各种服务进行通信,以及其他情况。[b]更高级的替代方"
-"案请参阅 [HTTPRequest] 节点[/b] 。\n"
+"容、上传文件和其他数据,或与各种服务进行通信,以及其他情况。\n"
+"更高级的替代方案请参阅 [HTTPRequest] 节点。\n"
"[b]注意:[/b]这个客户端只需要连接主机一次就可以发送多个请求,参阅 [method "
"connect_to_host]。因此,获取 URL 的方法通常只获取主机后面的部分,而不是完整"
"的 URL,因为客户端已经连接到了一个主机。参阅 [method request]以获得完整的例"
@@ -36845,7 +37071,7 @@ msgstr "原始纹理(在压缩前)使用 sRGB 空间。"
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
-msgstr "原始纹理(在压缩前)是法线纹理(例如,可以压缩为两个通道)。"
+msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。"
#: doc/classes/Image.xml
msgid "Source texture (before compression) is a [TextureLayered]."
@@ -37088,7 +37314,7 @@ msgstr "下一个顶点的 UV。"
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's second layer UV."
-msgstr "下一个顶点的第二层UV。"
+msgstr "下一个顶点的第二层 UV。"
#: doc/classes/Input.xml
msgid "A singleton that deals with inputs."
@@ -37163,13 +37389,13 @@ msgid ""
"measurement for each axis is m/s² while on iOS and UWP it's a multiple of "
"the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
-"如果设备有加速度传感器,则返回设备的加速度。否则,该方法返回[constant "
+"如果设备有加速度传感器,则返回设备的加速度。否则,该方法返回 [constant "
"Vector3.ZERO]。\n"
-"请注意,即使你的设备有一个加速度计,当从编辑器运行时,该方法也会返回一个空的"
-"[Vector3]。你必须将项目导出到一个支持的设备上,以便从加速度计上读取数值。\n"
-"[b]注意:[/b]这个方法只在iOS、Android和UWP上工作。在其他平台上,它总是返回"
-"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS和UWP"
-"上,它是地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
+"请注意,即使你的设备有加速度计,当从编辑器运行时,该方法也会返回空的 "
+"[Vector3]。你必须将项目导出到支持的设备上,才能从加速度计上读到数值。\n"
+"[b]注意:[/b]这个方法只在 iOS、Android 和 UWP 上有效。在其他平台上,它总是返"
+"回 [constant Vector3.ZERO]。在 Android 上,每个轴的测量单位是 m/s²,而在 iOS "
+"和 UWP 上,它是地球重力加速度的倍数 [code]g[/code](~9.81 m/s²)。"
#: doc/classes/Input.xml
msgid ""
@@ -37321,9 +37547,9 @@ msgid ""
"[b]Note:[/b] This method only works on Android, iOS and UWP. On other "
"platforms, it always returns [constant Vector3.ZERO]."
msgstr ""
-"如果设备有磁力传感器,则返回设备所有轴的磁场强度,微特斯拉。否则,该方法返回"
-"[constant Vector3.ZERO]。\n"
-"[b]注意:[/b]这个方法只在Android、iOS和UWP上有效。在其他平台上,总是返回"
+"如果设备有磁力传感器,则返回设备所有轴的磁场强度,单位为微特斯拉。否则,该方"
+"法返回 [constant Vector3.ZERO]。\n"
+"[b]注意:[/b]这个方法只在 Android、iOS 和 UWP 上有效。在其他平台上,总是返回 "
"[constant Vector3.ZERO]。"
#: doc/classes/Input.xml
@@ -37422,7 +37648,7 @@ msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
msgstr ""
-"如果你正在按下手柄按钮,则返回 [code]true[/code],参阅[enum JoystickList]。"
+"如果你正在按下手柄按钮,则返回 [code]true[/code](见 [enum JoystickList])。"
#: doc/classes/Input.xml
msgid ""
@@ -37642,16 +37868,21 @@ msgstr "停止游戏手柄的振动。"
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
-"振动 Android 和 iOS 设备。\n"
+"振动手持设备。\n"
+"[b]注意:[/b]这个方法在 Android、iOS 及 HTML5 上实现。\n"
"[b]注意:[/b]Android 需要导出设置中的 [code]VIBRATE[/code] 权限。iOS 不支持持"
"续时间。\n"
-"[b]注意:[/b]在 iOS 平台上,iOS 13 及之后的版本才支持指定持续时间。"
+"[b]注意:[/b]在 iOS 平台上,iOS 13 及之后的版本才支持指定持续时间。\n"
+"[b]注意:[/b]Safari 和 Firefox 的 Android 版本等部分浏览器不支持这个方法。"
#: doc/classes/Input.xml
msgid ""
@@ -37824,13 +38055,13 @@ msgstr "移动光标。表示那些东西可以移动。"
msgid ""
"Vertical split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_VSIZE]."
-msgstr "垂直拆分鼠标光标。在 Windows 上,它与 [constant CURSOR_VSIZE] 相同。"
+msgstr "垂直拆分鼠标光标。在 Windows 上与 [constant CURSOR_VSIZE] 相同。"
#: doc/classes/Input.xml
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
-msgstr "水平分割的鼠标光标。在 Windows 上,它与 [constant CURSOR_HSIZE] 相同。"
+msgstr "水平分割的鼠标光标。在 Windows 上与 [constant CURSOR_HSIZE] 相同。"
#: doc/classes/Input.xml
msgid "Help cursor. Usually a question mark."
@@ -38093,7 +38324,7 @@ msgid ""
"Input event type for gamepad joysticks and other motions. For buttons, see "
"[code]InputEventJoypadButton[/code]."
msgstr ""
-"用于游戏板操纵杆和其他动作的输入事件类型。对于按钮,见"
+"用于游戏板操纵杆和其他动作的输入事件类型。对于按钮,见 "
"[code]InputEventJoypadButton[/code]。"
#: doc/classes/InputEventJoypadMotion.xml
@@ -38124,7 +38355,7 @@ msgstr "键盘事件的输入事件类型。"
msgid ""
"Stores key presses on the keyboard. Supports key presses, key releases and "
"[member echo] events."
-msgstr "存储键盘上的按键。支持按键、按键释放和[member echo]回显事件。"
+msgstr "存储键盘上的按键。支持按键、按键释放和 [member echo] 回显事件。"
#: doc/classes/InputEventKey.xml
msgid ""
@@ -38712,8 +38943,17 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
-msgstr "不是线程安全的。如果从线程调用,请使用 [method Object.call_deferred]。"
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
+msgstr ""
+"调用这个方法会实际载入节点。创建的节点会被放置在场景树中该 "
+"[InstancePlaceholder] 的[i]上方[/i]。出于方便的考虑,还会返回该 [Node] 的引"
+"用。\n"
+"[b]注意:[/b][method create_instance] 不是线程安全的。从线程中调用时请使用 "
+"[method Object.call_deferred]。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -38726,6 +38966,20 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+"返回在调用 [method create_instance] 时会应用到节点上的属性列表。\n"
+"如果 [code]with_order[/code] 为 [code]true[/code],会在字典中加入 [code]."
+"order[/code] 字段(注意有个前缀的点)。这个 [code].order[/code] 字段是属性名"
+"称 [String] 的 [Array],指定属性的应用顺序(索引为 0 的是第一个)。"
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -38892,8 +39146,8 @@ msgid ""
"Removes all of a [code]hostname[/code]'s cached references. If no "
"[code]hostname[/code] is given, all cached IP addresses are removed."
msgstr ""
-"移除所有[code]hostname[/code]主机名的缓存引用。如果没有给出[code]hostname[/"
-"code],所有缓存的IP地址将被删除。"
+"移除所有 [code]hostname[/code] 主机名的缓存引用。如果没有给出 "
+"[code]hostname[/code],所有缓存的 IP 地址将被删除。"
#: doc/classes/IP.xml
msgid ""
@@ -38939,7 +39193,7 @@ msgid ""
"[method get_resolve_item_status])."
msgstr ""
"给定队列 [code]id[/code],返回排队主机名的 IP 地址。出现错误或解析尚未发生时"
-"返回一个空字符串(参阅 [method get_resolve_item_status])。"
+"返回一个空字符串(见 [method get_resolve_item_status])。"
#: doc/classes/IP.xml
msgid ""
@@ -39460,11 +39714,11 @@ msgstr "指导线的颜色[Color]。指导线是在每行项目之间画的一
#: doc/classes/ItemList.xml
msgid "The horizontal spacing between items."
-msgstr "项目菜单之间的水平间距。"
+msgstr "项目之间的水平间距。"
#: doc/classes/ItemList.xml
msgid "The spacing between item's icon and text."
-msgstr "项目菜单的图标和文本之间的间距。"
+msgstr "项目的图标和文本之间的间距。"
#: doc/classes/ItemList.xml
msgid "The vertical spacing between each line of text."
@@ -39482,31 +39736,31 @@ msgstr "项目文本的字体 [Font] 。"
msgid ""
"Default [StyleBox] for the [ItemList], i.e. used when the control is not "
"being focused."
-msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点时使用。"
+msgstr "该 [ItemList] 的默认样式盒 [StyleBox],即会在该控件未获得焦点时使用。"
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
-msgstr "当 [ItemList] 被聚焦时使用的样式盒 [StyleBox]。"
+msgstr "当该 [ItemList] 获得焦点时所使用的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
-msgstr "当 [ItemList] 被聚焦时,用于光标的样式盒 [StyleBox]。"
+msgstr "当该 [ItemList] 获得焦点时,用作光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
-msgstr "当 [ItemList] 没有被聚焦时,用于光标的样式盒 [StyleBox]。"
+msgstr "当该 [ItemList] 未获得焦点时,用作光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
-msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 未获得焦点时使用。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
-msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 获得焦点时使用。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39538,8 +39792,8 @@ msgid ""
"JavaScript. The reference must be kept until the callback happens, or it "
"won't be called at all. See [JavaScriptObject] for usage."
msgstr ""
-"创建脚本函数的引用,可以被JavaScript用作回调。这个引用必须保持到回调发生为"
-"止,否则它就不会被调用。使用方法参阅[JavaScriptObject]。"
+"创建脚本函数的引用,可以被 JavaScript 用作回调。这个引用必须保持到回调发生为"
+"止,否则它就不会被调用。使用方法见 [JavaScriptObject]。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39547,8 +39801,9 @@ msgid ""
"[code]object[/code] must a valid property of the JavaScript [code]window[/"
"code]. See [JavaScriptObject] for usage."
msgstr ""
-"使用[code]new[/code]构造函数创建新的JavaScript对象。[code]object[/code]必须是"
-"JavaScript[code]window[/code]的有效属性。使用方法参阅[JavaScriptObject]。"
+"使用 [code]new[/code] 构造函数创建新的 JavaScript 对象。[code]object[/code] "
+"必须是 JavaScript [code]window[/code] 的有效属性。使用方法见 "
+"[JavaScriptObject]。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39563,12 +39818,12 @@ msgid ""
"[b]Note:[/b] Browsers might ask the user for permission or block the "
"download if multiple download requests are made in a quick succession."
msgstr ""
-"提示用户下载一个包含指定[code]buffer[/code]缓冲区的文件。该文件将具有给定的"
-"[code]name[/code]和[code]mime[/code]类型。\n"
-"[b]注意:[/b]浏览器可能会根据文件[code]name[/code]的扩展名,覆盖所提供的"
-"[url=https://en.wikipedia.org/wiki/Media_type]MIME类型[/url]。\n"
-"[b]注意:[/b]如果[method download_buffer]不是由用户交互调用,如点击按钮,浏览"
-"器可能会阻止下载。\n"
+"提示用户下载一个包含指定 [code]buffer[/code] 缓冲区的文件。该文件将具有给定"
+"的 [code]name[/code] 和 [code]mime[/code] 类型。\n"
+"[b]注意:[/b]浏览器可能会根据文件 [code]name[/code] 的扩展名,覆盖所提供的 "
+"[url=https://en.wikipedia.org/wiki/Media_type]MIME 类型[/url]。\n"
+"[b]注意:[/b]如果 [method download_buffer] 不是由用户交互调用,如点击按钮,浏"
+"览器可能会阻止下载。\n"
"[b]注意:[/b]如果快速连续提出多个下载请求,浏览器可能会要求用户同意或阻止下"
"载。"
@@ -39582,10 +39837,11 @@ msgid ""
"evaluated in the execution context of a function within the engine's runtime "
"environment."
msgstr ""
-"在浏览器窗口中执行字符串[code]code[/code]作为JavaScript代码。这是对实际的全局"
-"JavaScript函数[code]eval()[/code]的调用。\n"
-"如果[code]use_global_execution_context[/code]是[code]true[/code],代码将在全"
-"局执行环境中被求值。否则,它将在引擎运行时环境中函数的执行上下文中进行求值。"
+"在浏览器窗口中将 [code]code[/code] 字符串作为 JavaScript 代码执行。这是对实际"
+"的全局 JavaScript 函数 [code]eval()[/code] 的调用。\n"
+"如果 [code]use_global_execution_context[/code] 为 [code]true[/code],代码将在"
+"全局执行环境中被求值。否则,它将在引擎运行时环境中函数的执行上下文中进行求"
+"值。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39595,9 +39851,9 @@ msgid ""
"which will contain the JavaScript [code]arguments[/code]. See "
"[JavaScriptObject] for usage."
msgstr ""
-"返回可以被脚本使用的JavaScript对象的接口。这个[code]interface[/code]必须是"
-"JavaScript[code]window[/code]的一个有效属性。回调必须接受一个[Array]参数,它"
-"将包含JavaScript [code]arguments[/code]。参阅[JavaScriptObject]的用法。"
+"返回可以被脚本使用的 JavaScript 对象的接口。这个 [code]interface[/code] 必须"
+"是 JavaScript [code]window[/code] 的一个有效属性。回调必须接受一个 [Array] 参"
+"数,它将包含JavaScript [code]arguments[/code]。用法见 [JavaScriptObject]。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39796,7 +40052,8 @@ msgstr ""
#: doc/classes/Joint2D.xml
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
-msgstr "如果为 [code]true[/code],[member node_a]和[member node_b]不能碰撞。"
+msgstr ""
+"如果为 [code]true[/code],则 [member node_a] 和 [member node_b] 无法碰撞。"
#: doc/classes/Joint2D.xml
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
@@ -39805,7 +40062,7 @@ msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。"
#: doc/classes/Joint2D.xml
msgid ""
"The second body attached to the joint. Must derive from [PhysicsBody2D]."
-msgstr "连接到关节的第二实体。必须继承自 [PhysicsBody2D]。"
+msgstr "连接到关节的第二个实体。必须继承自 [PhysicsBody2D]。"
#: doc/classes/JSON.xml
msgid "Helper class for parsing JSON data."
@@ -40009,10 +40266,10 @@ msgid ""
"standard on top of [Dictionary]; you will have to convert between a "
"[Dictionary] and [JSON] with other functions."
msgstr ""
-"[url=https://www.jsonrpc.org/]JSON-RPC[/url]是一个标准,它将一个方法调用包装"
-"在一个[JSON]对象中。该对象有一个特定的结构,并标识出哪个方法被调用,该函数的"
-"参数,并携带一个ID来跟踪响应。这个类在[Dictionary]之上实现了该标准;你必须用"
-"其他函数在[Dictionary]和[JSON]之间进行转换。"
+"[url=https://www.jsonrpc.org/]JSON-RPC[/url] 是一项标准,它将方法调用包装在一"
+"个 [JSON] 对象中。该对象有一个特定的结构,并标识出哪个方法被调用,该函数的参"
+"数,并携带一个 ID 来跟踪响应。这个类在 [Dictionary] 之上实现了该标准;你必须"
+"用其他函数在 [Dictionary] 和 [JSON] 之间进行转换。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -40154,8 +40411,8 @@ msgid ""
"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
"code]."
msgstr ""
-"返回最后一个碰撞点的地板的表面法线。只有在调用[method move_and_slide]或"
-"[method move_and_slide_with_snap]后,以及[method is_on_floor]返回 "
+"返回最后一个碰撞点的地板的表面法线。只有在调用 [method move_and_slide] 或 "
+"[method move_and_slide_with_snap] 后,以及 [method is_on_floor] 返回 "
"[code]true[/code] 时才有效。"
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
@@ -40326,8 +40583,8 @@ msgid ""
"[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and "
"[member move_lock_z]."
msgstr ""
-"根据[code]lock[/code]的值,锁定或解锁指定的[code]axis[/code]。参阅[member "
-"move_lock_x]、[member move_lock_y]和[member move_lock_z]。"
+"根据 [code]lock[/code] 的值,锁定或解锁指定的 [code]axis[/code]。另请参阅 "
+"[member move_lock_x]、[member move_lock_y] 和 [member move_lock_z]。"
#: doc/classes/KinematicBody.xml
msgid ""
@@ -40369,8 +40626,8 @@ msgid ""
"scale to avoid visible jittering, or for stability with a stack of kinematic "
"bodies."
msgstr ""
-"在运动函数中用于碰撞恢复的额外边距,参阅 [method move_and_collide]、[method "
-"move_and_slide]、[method move_and_slide_with_snap]。\n"
+"在运动函数中用于碰撞恢复的额外边距(见 [method move_and_collide]、[method "
+"move_and_slide]、[method move_and_slide_with_snap])。\n"
"如果物体离另一个物体至少这么近,它就会认为它们正在发生碰撞,并在执行实际运动"
"之前被推开。\n"
"一个较高的值意味着它在检测碰撞时更加灵活,这有助于持续检测墙壁和地板。\n"
@@ -40384,9 +40641,9 @@ msgid ""
"for example on moving platforms. Do [b]not[/b] use together with [method "
"move_and_slide] or [method move_and_collide] functions."
msgstr ""
-"如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]"
-"为运动设置动画时,例如在移动平台上,这个功能很有用。请[b]不要[/b]与 [method "
-"move_and_slide] 或 [method move_and_collide] 函数一起使用。"
+"如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过 "
+"[AnimationPlayer] 为运动设置动画时,例如在移动平台上,这个功能很有用。请[b]不"
+"要[/b]与 [method move_and_slide] 或 [method move_and_collide] 函数一起使用。"
#: doc/classes/KinematicBody.xml
msgid ""
@@ -40455,14 +40712,14 @@ msgid ""
"characters that collide against a world, but don't require advanced physics."
msgstr ""
"运动体是特殊类型的物体,旨在让用户控制。它们完全不受物理影响;对于其他类型的"
-"物体,如角色或刚体,它们与静态体一样。然而,它们有两个主要用途:\n"
-"[b]模拟运动:[/b]当这些物体被手动移动时,无论是从代码还是从"
-"[AnimationPlayer],将[member AnimationPlayer.playback_process_mode]设置为 "
-"\"physics\",物理将自动计算其线性和角速度的估值。这使得它们对于移动平台或其他"
-"AnimationPlayer控制的物体非常有用,比如一扇门、一座能打开的桥等。\n"
-"[b]运动型角色:[/b] KinematicBody2D也有一个API用于移动物体([method "
-"move_and_collide]和[method move_and_slide]方法),同时进行碰撞测试。这使得它"
-"们在实现对世界进行碰撞,但不需要高级物理的角色时非常有用。"
+"物体,如角色或刚体,它们与静态体一样。然而,它们有两个主要用途:\n"
+"[b]模拟运动:[/b]当这些物体被手动移动时,无论是从代码还是从 "
+"[AnimationPlayer],将 [member AnimationPlayer.playback_process_mode] 设置"
+"为“physics”,物理将自动计算其线性和角速度的估值。这使得它们对于移动平台或其"
+"他 AnimationPlayer 控制的物体非常有用,比如门、吊桥等。\n"
+"[b]运动学角色:[/b]KinematicBody2D 也有一个 API 用于移动物体([method "
+"move_and_collide] 和 [method move_and_slide] 方法),同时进行碰撞测试。这使得"
+"它们在实现对世界进行碰撞,但不需要高级物理的角色时非常有用。"
#: doc/classes/KinematicBody2D.xml
msgid "Using KinematicBody2D"
@@ -41028,8 +41285,8 @@ msgid ""
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
-"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
-"ALPHA_CUT_DISABLED](默认值)时适用。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@@ -41049,8 +41306,8 @@ msgid ""
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
-"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
-"ALPHA_CUT_DISABLED](默认值)时适用。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@@ -41272,11 +41529,14 @@ msgstr ""
"如果为 [code]true[/code],则光线的效果会逆转,使区域变暗并投射明亮的阴影。"
#: doc/classes/Light.xml
+#, fuzzy
msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"灯光的大小,使用 Godot 的单位。只在烘焙的光照贴图中考虑,并且只在 [member "
"light_bake_mode] 被设置为 [constant BAKE_ALL] 时考虑。增加这个值会使阴影看起"
@@ -41657,44 +41917,44 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-"在 [code]position[/code] 添加点。将点追加到直线的末尾。\n"
-"如果给定了位置 [code]at_position[/code],则在位置 [code]at_position[/code] 之"
-"前插入该点,并将该点(以及之后的每个点)移动到插入点之后。如果未给出位置处的 "
-"[code]at_position[/code],或者是非法值([code]at_position < 0[/code] 或 "
-"[code]at_position >= [method get_point_count][/code]),则该点将追加到点列表"
-"的末尾。"
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
+msgstr ""
+"在指定的位置 [code]position[/code] 添加一个点,相对于该线段自身的位置。新的点"
+"会被加入到点的列表末尾。\n"
+"如果给定了索引 [code]index[/code],这个新点会被插入到 [code]index[/code] 所对"
+"应的现存点之前。从 [code]index[/code] 往后的所有现存点都会在列表中往后移一"
+"位。该索引必须大于等于 [code]0[/code],不能够超出线段上现存点的数量。见 "
+"[method get_point_count]。"
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
msgstr "移除直线上的所有点。"
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr "返回该 Line2D 上点的数量。"
+msgid "Returns the amount of points in the line."
+msgstr "返回线段中的点的数量。"
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr "返回点 [code]i[/code] 的位置。"
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "返回索引 [code]index[/code] 处的点的位置。"
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr "将索引 [code]i[/code] 处的点从直线中移除。"
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "将索引 [code]index[/code] 处的点从直线中移除。"
#: doc/classes/Line2D.xml
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
msgstr ""
-"用提供的 [code]position[/code] 位置覆盖索引 [code]i[/code] 处点的位置。"
+"用提供的 [code]position[/code] 位置覆盖索引 [code]index[/code] 处点的位置。"
#: doc/classes/Line2D.xml
msgid ""
@@ -42323,7 +42583,7 @@ msgstr ""
#: doc/classes/LinkButton.xml
msgid ""
"Determines when to show the underline. See [enum UnderlineMode] for options."
-msgstr "决定何时显示下划线。参阅 [enum UnderlineMode] 的选项。"
+msgstr "决定何时显示下划线。可选项见 [enum UnderlineMode]。"
#: doc/classes/LinkButton.xml
msgid "The LinkButton will always show an underline at the bottom of its text."
@@ -42959,8 +43219,8 @@ msgstr ""
"点击后会弹出 [PopupMenu] 的特殊按钮。\n"
"可以使用 [code]get_popup().add_item(\"菜单项目名称\")[/code] 在这个 "
"[PopupMenu] 中创建新项目。你也可以直接从编辑器中创建它们。要做到这点,选择 "
-"[MenuButton] 节点,然后在 2D 编辑器顶部的工具栏中,点击[b]项目[/b],然后点击"
-"弹出窗口中的[b]添加[/b]。你将能够赋予每个项目新的属性。\n"
+"[MenuButton] 节点,然后在 2D 编辑器顶部的工具栏中,点击[b]列表项[/b],然后点"
+"击弹出窗口中的[b]添加[/b]。你将能够赋予每个项目新的属性。\n"
"与该节点相关的常用属性和方法请参阅 [BaseButton]。"
#: doc/classes/MenuButton.xml doc/classes/OptionButton.xml
@@ -42992,7 +43252,7 @@ msgstr ""
#: doc/classes/MenuButton.xml
msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
-msgstr "当此 MenuButton 的 [PopupMenu] 即将显示时触发。"
+msgstr "当这个 MenuButton 的 [PopupMenu] 即将显示时触发。"
#: doc/classes/MenuButton.xml
msgid "Default text [Color] of the [MenuButton]."
@@ -43117,23 +43377,23 @@ msgstr ""
msgid ""
"Returns all the vertices that make up the faces of the mesh. Each three "
"vertices represent one triangle."
-msgstr "返回所有在这个网格中,构成面的顶点。每三个顶点代表一个三角形。"
+msgstr "返回网格中所有构成面的顶点。每三个顶点代表一个三角形。"
#: doc/classes/Mesh.xml
msgid "Returns the amount of surfaces that the [Mesh] holds."
-msgstr "返回该网格的面数。"
+msgstr "返回该 [Mesh] 中表面的个数。"
#: doc/classes/Mesh.xml
msgid ""
"Returns the arrays for the vertices, normals, uvs, etc. that make up the "
"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
msgstr ""
-"返回所有组成面所需的东西构成的数组的数组,例如顶点,法向,UV等。(参阅"
-"[method ArrayMesh.add_surface_from_arrays])。"
+"返回构成请求表面的顶点、法线、UV 等数组。(见 [method ArrayMesh."
+"add_surface_from_arrays])。"
#: doc/classes/Mesh.xml
msgid "Returns the blend shape arrays for the requested surface."
-msgstr "返回所需面的混合形状数组。"
+msgstr "返回请求表面的混合形状数组。"
#: doc/classes/Mesh.xml
msgid ""
@@ -43157,31 +43417,31 @@ msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as points (one vertex equals one point)."
-msgstr "将顶点数组渲染为点阵(一个顶点对应一个点阵中的点)。"
+msgstr "将数组渲染为点(一个顶点对应一个点)。"
#: doc/classes/Mesh.xml
msgid "Render array as lines (every two vertices a line is created)."
-msgstr "将顶点组渲染为线条(每两个顶点之间创建一条连线)。"
+msgstr "将数组渲染为线(每两个顶点创建一条连线)。"
#: doc/classes/Mesh.xml
msgid "Render array as line strip."
-msgstr "将顶点组渲染为线条。"
+msgstr "将数组渲染为线条。"
#: doc/classes/Mesh.xml
msgid "Render array as line loop (like line strip, but closed)."
-msgstr "将数组渲染成线状环(像线条,但是封闭的)。"
+msgstr "将数组渲染为线环(类似线条,但是封闭的)。"
#: doc/classes/Mesh.xml
msgid "Render array as triangles (every three vertices a triangle is created)."
-msgstr "将顶点组渲染为三角形(每三个相邻顶点创建一个三角形)。"
+msgstr "将数组渲染为三角形(每三个顶点创建一个三角形)。"
#: doc/classes/Mesh.xml
msgid "Render array as triangle strips."
-msgstr "将顶点组渲染为三角形线框。"
+msgstr "将数组渲染为三角形条。"
#: doc/classes/Mesh.xml
msgid "Render array as triangle fans."
-msgstr "将数组渲染成三角形扇形。"
+msgstr "将数组渲染为三角形扇。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are normalized."
@@ -43189,46 +43449,45 @@ msgstr "混合形状是被归一化了的。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are relative to base weight."
-msgstr "混合形状相对于基础的权重。"
+msgstr "混合形状是相对于基础的权重。"
#: doc/classes/Mesh.xml
msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
-msgstr ""
-"网格组包含许多顶点。每一个网格都需要一个顶点数组,所以这应该持久化储存。"
+msgstr "网格数组包含顶点。所有网格都需要有顶点数组,所以这应该始终存在。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains normals."
-msgstr "网格组包含法线。"
+msgstr "网格数组包含法线。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains tangents."
-msgstr "网格组包含切向。"
+msgstr "网格数组包含切线。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains colors."
-msgstr "网格组包含颜色。"
+msgstr "网格数组包含颜色。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains UVs."
-msgstr "网格组包含 UV。"
+msgstr "网格数组包含 UV。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains second UV."
-msgstr "网格组包含第二套 UV。"
+msgstr "网格数组包含第二套 UV。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains bones."
-msgstr "网格组包含骨骼。"
+msgstr "网格数组包含骨骼。"
#: doc/classes/Mesh.xml
msgid "Mesh array contains bone weights."
-msgstr "网格组包含骨骼权重。"
+msgstr "网格数组包含骨骼权重。"
#: doc/classes/Mesh.xml
msgid "Mesh array uses indices."
-msgstr "网格组使用索引。"
+msgstr "网格数组使用索引。"
#: doc/classes/Mesh.xml
msgid ""
@@ -43242,25 +43501,32 @@ msgstr "用于标记压缩(半精度浮点)顶点数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) normal array."
-msgstr "曾经用于标记压缩(半精度浮点)法向数组的标志。"
+msgstr "用于标记压缩(半精度浮点)法向数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) tangent array."
-msgstr "曾经用于标记压缩(半精度浮点)切向数组的标志。"
+msgstr "用于标记压缩(半精度浮点)切线数组的标志。"
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
-msgstr "曾用于标记压缩(半精度浮点)颜色数组的标志。"
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
+msgstr ""
+"用于标记压缩(半精度浮点)颜色数组的标志。\n"
+"[b]注意:[/b]如果启用这个标志,顶点颜色会作为 8 位无符号整数存储。这会导致过"
+"亮颜色被钳制到 [code]Color(1, 1, 1, 1)[/code],降低颜色的精度。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) UV coordinates array."
-msgstr "曾用于标记压缩(半精度浮点)UV 坐标数组的标志。"
+msgstr "用于标记压缩(半精度浮点)UV 坐标数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid ""
"Flag used to mark a compressed (half float) UV coordinates array for the "
"second UV coordinates."
-msgstr "曾用于标记第二套 UV 坐标的压缩(半精度浮点)UV 坐标数组的标志。"
+msgstr "用于标记第二套 UV 坐标的压缩(半精度浮点)UV 坐标数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed bone array."
@@ -43272,11 +43538,11 @@ msgstr "用于标记压缩(半精度浮点)权重数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed index array."
-msgstr "曾用于标记压缩索引数组的标志。"
+msgstr "用于标记压缩索引数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array contains 2D vertices."
-msgstr "曾用于标记包含 2D 顶点的数组的标志。"
+msgstr "用于标记包含 2D 顶点的数组的标志。"
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
@@ -43294,13 +43560,19 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
"用于快速设置标志 [constant ARRAY_COMPRESS_VERTEX]、[constant "
"ARRAY_COMPRESS_NORMAL]、[constant ARRAY_COMPRESS_TANGENT]、[constant "
"ARRAY_COMPRESS_COLOR]、[constant ARRAY_COMPRESS_TEX_UV]、[constant "
"ARRAY_COMPRESS_TEX_UV2]、[constant ARRAY_COMPRESS_WEIGHTS]、[constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。"
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。\n"
+"[b]注意:[/b]因为这个标志会启用 [constant ARRAY_COMPRESS_COLOR],所以顶点颜色"
+"会作为 8 位无符号整数存储。这会导致过亮颜色被钳制到 [code]Color(1, 1, 1, 1)[/"
+"code],降低颜色的精度。"
#: doc/classes/Mesh.xml
msgid "Array of vertices."
@@ -43312,7 +43584,7 @@ msgstr "法线数组。"
#: doc/classes/Mesh.xml
msgid "Array of tangents as an array of floats, 4 floats per tangent."
-msgstr "切向数组。每一个切向数据由四个 float 变量描述。"
+msgstr "切线数组,是浮点数数组,每 4 个浮点数表示一条切线。"
#: doc/classes/Mesh.xml
msgid "Array of colors."
@@ -43328,7 +43600,7 @@ msgstr "第二套 UV 坐标数组。"
#: doc/classes/Mesh.xml
msgid "Array of bone data."
-msgstr "骨骼数据的数组。"
+msgstr "骨骼数据数组。"
#: doc/classes/Mesh.xml
msgid "Array of weights."
@@ -43340,7 +43612,7 @@ msgstr "索引数组。"
#: doc/classes/MeshDataTool.xml
msgid "Helper tool to access and edit [Mesh] data."
-msgstr "用于帮助编辑和使用 [Mesh] 网格数据的工具。"
+msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。"
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -43410,7 +43682,7 @@ msgstr "将当前 MeshDataTool 中所有的数据全部清除。"
#: doc/classes/MeshDataTool.xml
msgid "Adds a new surface to specified [Mesh] with edited data."
-msgstr "使用编辑后的数据,向特定的[Mesh]中添加一个新的面。"
+msgstr "使用编辑后的数据,向指定的 [Mesh] 中添加一个新的表面。"
#: doc/classes/MeshDataTool.xml
msgid ""
@@ -43418,11 +43690,11 @@ msgid ""
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n"
-"要求 [Mesh] 具有基本类型 [constant Mesh.PRIMITIVE_TRIANGLES]。"
+"要求 [Mesh] 的图元类型为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of edges in this [Mesh]."
-msgstr "返回这个[Mesh]的边数。"
+msgstr "返回这个 [Mesh] 的边数。"
#: doc/classes/MeshDataTool.xml
msgid "Returns array of faces that touch given edge."
@@ -43479,15 +43751,15 @@ msgid ""
"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
msgstr ""
-"返回 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同时"
-"包含顶点和法线的网格将返回 [code]3[/code]格式,因为 [constant ArrayMesh."
-"ARRAY_FORMAT_VERTEX] = [code]1[/code],[constant ArrayMesh."
-"ARRAY_FORMAT_NORMAL] = [code]2[/code]。\n"
-"参阅 [enum ArrayMesh.ArrayFormat] 的格式标识列表。"
+"返回该 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同"
+"时包含顶点和法线的网格返回的格式是 [code]3[/code],因为 [constant ArrayMesh."
+"ARRAY_FORMAT_VERTEX] 是 [code]1[/code] 而 [constant ArrayMesh."
+"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。\n"
+"格式标志列表见 [enum ArrayMesh.ArrayFormat]。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the material assigned to the [Mesh]."
-msgstr "返回分配给 [Mesh] 的材质。"
+msgstr "返回分配给该 [Mesh] 的材质。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the vertex at given index."
@@ -43495,7 +43767,7 @@ msgstr "返回给定索引处的顶点。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the bones of the given vertex."
-msgstr "返回给定顶点的骨架。"
+msgstr "返回给定顶点的骨骼。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the color of the given vertex."
@@ -43523,7 +43795,7 @@ msgstr "返回给定顶点的法线。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the tangent of the given vertex."
-msgstr "返回给定顶点的正切值。"
+msgstr "返回给定顶点的切线。"
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV of the given vertex."
@@ -43555,7 +43827,7 @@ msgstr "设置给定顶点的位置。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the bones of the given vertex."
-msgstr "设置给定顶点的骨架。"
+msgstr "设置给定顶点的骨骼。"
#: doc/classes/MeshDataTool.xml
msgid "Sets the color of the given vertex."
@@ -43594,14 +43866,14 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
-"MeshInstance 是一个节点,它获取 [Mesh] 资源并创建一个实例,将其添加到当前场景"
-"中。这是最常被用来渲染 3D 几何体的类,这可以在很多地方使用 [Mesh] 实例,它允"
-"许重复使用几何体并节省资源。当 [Mesh] 必须在很近的地方被实例化超过数千次时,"
-"可以考虑在 [MultiMeshInstance] 中使用 [MultiMesh] 来代替。"
+"MeshInstance 节点可以携带 [Mesh] 资源,创建其实例并添加到当前场景中。这是渲"
+"染 3D 几何体时最常用的类,这可以将单个 [Mesh] 在多处实例化。这样就能够重复使"
+"用几何体并节省资源。当 [Mesh] 必须在很近的地方被实例化超过数千次时,可以考虑"
+"在 [MultiMeshInstance] 中使用 [MultiMesh] 来代替。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -43628,7 +43900,7 @@ msgid ""
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
"这个辅助工具创建 [MeshInstance] 子节点,在每个顶点都有根据网格几何形状计算的"
-"辅助线框。其主要用于测试。"
+"小工具。其主要用于测试。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -43777,7 +44049,7 @@ msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
-msgstr "[Mesh] 将由 [MeshInstance2D] 绘制。"
+msgstr "该 [MeshInstance2D] 绘制的 [Mesh]。"
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
@@ -43798,8 +44070,8 @@ msgid ""
"The [Texture] that will be used if using the default [CanvasItemMaterial]. "
"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
msgstr ""
-"如果使用默认的[CanvasItemMaterial],就会使用[Texture]。可以在CanvasItem着色器"
-"中作为[code]TEXTURE[/code]访问。"
+"如果使用默认的 [CanvasItemMaterial],就会使用 [Texture]。可以在 CanvasItem 着"
+"色器中作为 [code]TEXTURE[/code] 访问。"
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid "Emitted when the [member texture] is changed."
@@ -43832,15 +44104,15 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the first item with the given name."
-msgstr "返回第一个指定名称的 item。"
+msgstr "返回第一个具有指定名称的项。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the list of item IDs in use."
-msgstr "返回正在使用的 item id 列表。"
+msgstr "返回正在使用的项目 ID 列表。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's mesh."
-msgstr "返回该 item 的网格模型。"
+msgstr "返回该项目的网格。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's mesh."
@@ -43848,7 +44120,7 @@ msgstr "返回应用到项目网格的变换。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's name."
-msgstr "返回项的名称。"
+msgstr "返回该项的名称。"
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's navigation mesh."
@@ -43905,7 +44177,7 @@ msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets the item's navigation mesh."
-msgstr "设置此项的导航网格。"
+msgstr "设置该项的导航网格。"
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's navigation mesh."
@@ -43940,7 +44212,7 @@ msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Sets the base texture that the Mesh will use to draw."
-msgstr "设置网格用来绘制的基础纹理。"
+msgstr "设置该 Mesh 用来绘制的基础纹理。"
#: doc/classes/MeshTexture.xml
msgid "Sets the size of the image, needed for reference."
@@ -44034,7 +44306,7 @@ msgstr "显示器与设备内部镜片之间的距离,单位为厘米。"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The width of the display in centimeters."
-msgstr "显示器的宽度,以厘米为单位。"
+msgstr "显示器的宽度,单位为厘米。"
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
@@ -44067,7 +44339,7 @@ msgid ""
"performance."
msgstr ""
"过采样设置。由于镜头失真,我们必须以比屏幕自然分辨率更高的质量渲染我们的缓冲"
-"区。介于1.5和2.0之间的值通常可以提供良好的结果,但会牺牲性能。"
+"区。介于 1.5 和 2.0 之间的值通常可以提供良好的结果,但会牺牲性能。"
#: doc/classes/MultiMesh.xml
msgid "Provides high-performance mesh instancing."
@@ -44104,7 +44376,7 @@ msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Gets a specific instance's color."
-msgstr "获取一个特定实例的颜色。"
+msgstr "获取特定实例的颜色。"
#: doc/classes/MultiMesh.xml
msgid "Returns the custom data that has been set for a specific instance."
@@ -44112,7 +44384,7 @@ msgstr "返回已经为特定实例设置的自定义数据。"
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform] of a specific instance."
-msgstr "返回一个特定实例的 [Transform]。"
+msgstr "返回特定实例的 [Transform]。"
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform2D] of a specific instance."
@@ -44174,12 +44446,15 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
-"通过[i]乘以[/i]网格的现有顶点颜色来设置特定实例的颜色。\n"
-"为了使颜色生效,请确保[MultiMesh]上的[member color_format]不是[code]null[/"
-"code],并且[member SpatialMaterial.vertex_color_use_as_albedo]上的材质是"
-"[code]true[/code]。"
+"通过与该网格的现有顶点颜色做[i]乘法[/i]来设置指定实例的颜色。\n"
+"要让颜色生效,请确保该 [MultiMesh] 的 [member color_format] 非 [code]null[/"
+"code],并且材质的 [member SpatialMaterial.vertex_color_use_as_albedo] 为 "
+"[code]true[/code]。如果颜色看上去不对,请确保材质的反照率颜色为纯白"
+"([code]Color(1, 1, 1)[/code])。"
#: doc/classes/MultiMesh.xml
msgid ""
@@ -44243,7 +44518,7 @@ msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
-"限制绘制的实例数量,-1会绘制所有的实例。改变这一点并不改变缓冲区的大小。"
+"限制绘制的实例数量,-1 会绘制所有的实例。改变这一点并不改变缓冲区的大小。"
#: doc/classes/MultiMesh.xml
msgid "Use this when using 2D transforms."
@@ -44321,7 +44596,7 @@ msgid ""
msgstr ""
"[MultiMeshInstance] 是特有的节点,用于基于 [MultiMesh] 资源的 "
"[GeometryInstance] 的实例。\n"
-"这对于优化给定网格的大量实例的渲染是非常有用的(例如,森林中的树木或草丛)。"
+"这对于优化给定网格的大量实例的渲染是非常有用的(例如森林中的树木或草丛)。"
#: doc/classes/MultiMeshInstance.xml
msgid ""
@@ -44435,7 +44710,7 @@ msgid ""
"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
"Default ID is [code]0[/code], i.e. broadcast to all peers."
msgstr ""
-"将给定的原始字节 [code]bytes[/code]发送到由 [code]id[/code] 确定的特定对等体"
+"将给定的原始字节 [code]bytes[/code] 发送到由 [code]id[/code] 确定的特定对等体"
"(见 [method NetworkedMultiplayerPeer.set_target_peer])。默认 ID 是 "
"[code]0[/code],即向所有对等体广播。"
@@ -44621,7 +44896,7 @@ msgid ""
"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
"change locally. Analogous to the [code]mastersync[/code] keyword."
msgstr ""
-"类似于 [constant RPC_MODE_MASTER],但也使方法调用或属性改变本地。类似于 "
+"行为类似于 [constant RPC_MODE_MASTER],但也使方法调用或属性改变本地。类似于 "
"[code]mastersync[/code] 关键字。"
#: doc/classes/MultiplayerAPI.xml
@@ -44663,9 +44938,9 @@ msgid ""
"[b]Note:[/b] This function returns [constant OK] if the thread already has "
"ownership of the mutex."
msgstr ""
-"试图锁定此[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant "
+"试图锁定此 [Mutex],但并不阻塞。成功时返回 [constant OK],否则返回 [constant "
"ERR_BUSY]。\n"
-"[b]注意:[/b]如果线程已经拥有了该Mutex的所有权,该函数返回[constant OK]。"
+"[b]注意:[/b]如果线程已经拥有了该 Mutex 的所有权,该函数返回 [constant OK]。"
#: doc/classes/Mutex.xml
msgid ""
@@ -44720,7 +44995,7 @@ msgid ""
msgstr ""
"构建基础类型的新对象,并附加此类型的脚本。\n"
"[b]注意:[/b]传递给这个函数的任何参数将被忽略,不会传递给局部构造函数。这将在"
-"未来的API扩展中改变。"
+"未来的 API 扩展中改变。"
#: doc/classes/Navigation.xml
msgid "Mesh-based navigation and pathfinding node."
@@ -45272,6 +45547,7 @@ msgid "3D agent used in navigation for collision avoidance."
msgstr "在导航中用于防撞的 3D 代理。"
#: doc/classes/NavigationAgent.xml
+#, fuzzy
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -45285,7 +45561,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"导航中使用的 3D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
@@ -45475,7 +45754,7 @@ msgstr "忽略 Y 轴上的碰撞。在水平面上移动时必须为 [code]true[
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum number of neighbors for the agent to consider."
-msgstr "代理所需考虑的最大邻居数。"
+msgstr "该代理所需考虑的最大邻居数。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum speed that an agent can move."
@@ -45578,14 +45857,17 @@ msgstr "抵达由 [method set_target_location] 设置的玩家定义目标时发
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
-msgstr "调用 [method set_velocity] 后,计算出防撞速度时发出通知。"
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
+msgstr ""
+"调用 [method set_velocity] 后,计算出防撞速度时发出通知。仅在 [member "
+"avoidance_enabled] 为真时发出。"
#: doc/classes/NavigationAgent2D.xml
msgid "2D agent used in navigation for collision avoidance."
msgstr "在导航中用于防撞的 2D 代理。"
#: doc/classes/NavigationAgent2D.xml
+#, fuzzy
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
@@ -45599,7 +45881,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
"导航中使用的 2D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
@@ -45680,14 +45965,14 @@ msgid ""
"environment are traversable to aid agents in pathfinding through complicated "
"spaces."
msgstr ""
-"导航网格是多边形的集合,用于定义环境中的哪些区域是可遍历的,以帮助代理在复杂"
+"导航网格是多边形的集合,用于定义环境中的哪些区域是可以穿越的,帮助代理在复杂"
"的空间中寻路。"
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Adds a polygon using the indices of the vertices you get when calling "
"[method get_vertices]."
-msgstr "使用调用[method get_vertices]得到的顶点的索引添加一个多边形。"
+msgstr "使用调用 [method get_vertices] 得到的顶点的索引添加一个多边形。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -45711,7 +45996,7 @@ msgstr ""
msgid ""
"Returns a [PoolIntArray] containing the indices of the vertices of a created "
"polygon."
-msgstr "返回包含创建的多边形顶点索引的[PoolIntArray]。"
+msgstr "返回包含创建的多边形顶点索引的 [PoolIntArray]。"
#: doc/classes/NavigationMesh.xml
msgid "Returns the number of polygons in the navigation mesh."
@@ -45721,7 +46006,7 @@ msgstr "返回导航网格中的多边形数量。"
msgid ""
"Returns a [PoolVector3Array] containing all the vertices being used to "
"create the polygons."
-msgstr "返回包含用于创建多边形的所有顶点的[PoolVector3Array]。"
+msgstr "返回包含用于创建多边形的所有顶点的 [PoolVector3Array]。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -45739,7 +46024,7 @@ msgstr ""
msgid ""
"Sets the vertices that can be then indexed to create polygons with the "
"[method add_polygon] method."
-msgstr "设置顶点,然后使用 [method add_polygon] 方法创建多边形。"
+msgstr "设置顶点,可以使用 [method add_polygon] 方法对其进行索引,创建多边形。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -45781,7 +46066,7 @@ msgstr "用于字段 Y 轴单元的尺寸。"
#: doc/classes/NavigationMesh.xml
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
-msgstr "生成细分网格时使用的采样距离,以单元为单位。"
+msgstr "生成细分网格时使用的采样距离,以单元格为单位。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -45802,7 +46087,7 @@ msgid ""
"multiple of [member cell_size]."
msgstr ""
"沿网格边界的轮廓的最大允许长度。\n"
-"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的[member cell_size]的倍数。"
+"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -45856,7 +46141,7 @@ msgstr ""
msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
-msgstr "烘焙时使用的几何体的源。可能的取值见 [enum SourceGeometryMode]。"
+msgstr "烘焙时使用的几何体的来源。可能的取值见 [enum SourceGeometryMode]。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -45865,7 +46150,7 @@ msgid ""
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
-"要扫描的几何体组的名称。\n"
+"分组的名称,会在该分组中扫描几何体。\n"
"只有当 [member geometry_source_geometry_mode] 是 [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT] 时才使用。"
@@ -45884,8 +46169,8 @@ msgid ""
"For example, a value of 20 will set the number of cells to 400."
msgstr ""
"如果可能的话,任何小于这个尺寸的区域将与较大的区域合并。\n"
-"[b]注意:[/b]这个值将被平方来计算单元格的数量。例如,一个20的值将把单元格的数"
-"量设为400。"
+"[b]注意:[/b]这个值将被平方来计算单元格的数量。例如,值为 20 时将把单元格的数"
+"量设为 400。"
#: doc/classes/NavigationMesh.xml
msgid ""
@@ -46093,13 +46378,13 @@ msgid ""
"The cost of traveling distances inside this region can be controlled with "
"the [member travel_cost] multiplier."
msgstr ""
-"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] "
-"资源来确定哪些可以进行导航、哪些不能。\n"
+"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] 资源来确"
+"定哪些可以进行导航、哪些不能。\n"
"默认情况下,这个节点会在默认的 [World] 导航地图中进行注册。如果这个节点是 "
"[Navigation] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
-"NavigationServer.map_set_edge_connection_margin] "
-"设置两个顶点连接两条边界所需的最小距离。\n"
+"NavigationServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所需"
+"的最小距离。\n"
"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
"边界。\n"
"从另一个地区进入这个地图的消耗可以通过 [member enter_cost] 进行控制。\n"
@@ -46430,13 +46715,13 @@ msgid ""
"The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier."
msgstr ""
-"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] "
-"资源来确定哪些可以进行导航、哪些不能。\n"
+"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] 资源来确"
+"定哪些可以进行导航、哪些不能。\n"
"默认情况下,这个节点会在默认的 [World2D] 导航地图中进行注册。如果这个节点是 "
"[Navigation2D] 节点的子项,就会在该导航节点的导航地图中进行注册。\n"
"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method "
-"Navigation2DServer.map_set_edge_connection_margin] "
-"设置两个顶点连接两条边界所需的最小距离。\n"
+"Navigation2DServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所"
+"需的最小距离。\n"
"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的"
"边界。\n"
"从另一个地区进入这个地图的寻路消耗可以通过 [member enter_cost] 进行控制。\n"
@@ -46478,6 +46763,7 @@ msgid "Server interface for low-level 3D navigation access."
msgstr "访问底层 3D 导航的服务器接口。"
#: doc/classes/NavigationServer.xml
+#, fuzzy
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
@@ -46498,6 +46784,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -46610,15 +46899,39 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
-msgstr "使用给定的 [code]peer_id[/code] 初始化该对等体(必须在 1 和 2147483647 "
-"之间)。"
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
+msgstr ""
+"使用给定的 [code]peer_id[/code] 初始化该对等体(必须在 1 和 2147483647 之"
+"间)。\n"
+"只能在连接状态为 [constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING] 时"
+"调用。见 [method set_connection_status]。"
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
-msgstr "设置连接的状态。见 [enum NetworkedMultiplayerPeer.ConnectionStatus]。"
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
+msgstr ""
+"设置连接的状态。见 [enum NetworkedMultiplayerPeer.ConnectionStatus]。\n"
+"根据状态的不同,以及该对等体的唯一网络 ID 是否为 [code]1[/code],会触发 "
+"[signal NetworkedMultiplayerPeer.connection_succeeded]、[signal "
+"NetworkedMultiplayerPeer.connection_failed] 或 [signal "
+"NetworkedMultiplayerPeer.server_disconnected] 信号。\n"
+"从 [constant NetworkedMultiplayerPeer.CONNECTION_DISCONNECTED] 才能变到 "
+"[constant NetworkedMultiplayerPeer.CONNECTION_CONNECTING],从 [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING] 才能变到 [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTED]。"
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid "Set the max packet size that this peer can handle."
@@ -46632,15 +46945,15 @@ msgid ""
"it's received)."
msgstr ""
"当本地 [MultiplayerAPI] 生成数据包时触发。\n"
-"你的脚本应当获取这个数据包并将其通过网络发送给请求的对等体("
-"对方收到该数据时应当调用 [method deliver_packet])。"
+"你的脚本应当获取这个数据包并将其通过网络发送给请求的对等体(对方收到该数据时"
+"应当调用 [method deliver_packet])。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library."
msgstr ""
-"使用[url=http://enet.bespin.org/index.html]ENet[/url]库实现PacketPeer。"
+"使用 [url=http://enet.bespin.org/index.html]ENet[/url] 库实现 PacketPeer。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -46693,19 +47006,19 @@ msgid ""
"code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques."
msgstr ""
-"创建客户端,使用指定的[code]端口[/code]连接到[code]地址[/code]的服务器上。给"
-"定的地址需要是一个完全合格的域名(例如,[code]\"www.example.com\"[/code])或"
-"一个IPv4或IPv6格式的IP地址(例如,[code]\"192.168.1.1\"[/code])。"
-"[code]port[/code]是服务器所监听的端口。[code]in_bandwidth[/code]和"
-"[code]out_bandwidth[/code]参数可用于将传入和传出的带宽限制在给定的字节数/秒。"
-"默认的0意味着无限的带宽。请注意,ENet会在对等体之间连接的特定一侧战略性地丢弃"
-"数据包,以确保对等体的带宽不被淹没。带宽参数也决定了连接的窗口大小,它限制了"
-"在任何给定时间内可能正在传输的可靠数据包的数量。如果创建了一个客户端,返回"
-"[constant OK];如果这个NetworkedMultiplayerENet实例已经有一个开放的连接(在这"
-"种情况下,你需要先调用[method close_connection]),返回[constant "
-"ERR_CANT_CREATE];如果不能创建客户端,返回[constant ERR_CANT_CREATE]。如果指"
-"定了[code]client_port[/code],客户端也将监听给定的端口;这对一些NAT穿越技术很"
-"有用。"
+"创建客户端,使用指定的 [code]port[/code]连接到[code]address[/code]的服务器"
+"上。给定的地址需要是一个完全合格的域名(例如 [code]\"www.example.com\"[/"
+"code])或一个 IPv4 或 IPv6 格式的 IP 地址(例如 [code]\"192.168.1.1\"[/"
+"code])。[code]port[/code] 是服务器所监听的端口。[code]in_bandwidth[/code] "
+"和 [code]out_bandwidth[/code] 参数可用于将传入和传出的带宽限制在给定的字节数/"
+"秒。默认的 0 意味着无限的带宽。请注意,ENet 会在对等体之间连接的特定一侧战略"
+"性地丢弃数据包,以确保对等体的带宽不被淹没。带宽参数也决定了连接的窗口大小,"
+"它限制了在任何给定时间内可能正在传输的可靠数据包的数量。如果创建了一个客户"
+"端,返回 [constant OK];如果这个 NetworkedMultiplayerENet 实例已经有一个开放"
+"的连接(在这种情况下,你需要先调用 [method close_connection]),返回 "
+"[constant ERR_CANT_CREATE];如果不能创建客户端,则返回 [constant "
+"ERR_CANT_CREATE]。如果指定了 [code]client_port[/code],客户端也将监听给定的端"
+"口;这对一些 NAT 穿越技术很有用。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -46724,16 +47037,16 @@ msgid ""
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created."
msgstr ""
-"创建服务器,通过[code]port[/code]监听连接。该端口需要是一个可用的、未使用的端"
-"口,在0到65535之间。注意,低于1024的端口是特权端口,根据平台的不同可能需要提"
-"高权限。要改变服务器监听的接口,请使用[method set_bind_ip]。默认IP是通配符"
-"[code]\"*\"[/code],它监听所有可用的接口。[code]max_clients[/code]是允许同时"
-"进行的最大客户数,可以使用任何数字,最高可达4095,尽管可实现的同时进行的客户"
-"数可能要低得多,并且取决于应用。关于带宽参数的其他细节,见[method "
-"create_client]。如果服务器被创建,返回[constant OK];如果这个"
-"NetworkedMultiplayerENet实例已经有一个开放的连接(在这种情况下,你需要先调用"
-"[method close_connection]),返回[constant ERR_CANT_CREATE];如果服务器不能被"
-"创建,返回[constant ERR_CANT_CREATE]。"
+"创建服务器,通过 [code]port[/code] 监听连接。该端口需要是一个可用的、未使用的"
+"端口,在 0 到 65535 之间。注意,低于 1024 的端口是特权端口,根据平台的不同可"
+"能需要提高权限。要改变服务器监听的接口,请使用 [method set_bind_ip]。默认 IP "
+"是通配符 [code]\"*\"[/code],会监听所有可用的接口。[code]max_clients[/code] "
+"是允许同时进行的最大客户数,可以使用任何数字,最高可达 4095,尽管可实现的同时"
+"进行的客户数可能要低得多,并且取决于应用。关于带宽参数的其他细节,见 [method "
+"create_client]。如果服务器被创建,则返回 [constant OK];如果这个 "
+"NetworkedMultiplayerENet 实例已经有一个开放的连接(在这种情况下,你需要先调"
+"用 [method close_connection]),则返回 [constant ERR_CANT_CREATE];如果服务器"
+"不能被创建,则返回 [constant ERR_CANT_CREATE]。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -46772,8 +47085,9 @@ msgid ""
"needs to be in IPv4 or IPv6 address format, for example: "
"[code]\"192.168.1.1\"[/code]."
msgstr ""
-"创建服务器时使用的IP。默认情况下,这被设置为通配符[code]\"*\"[/code],它绑定"
-"到所有可用的接口。IP地址格式为IPv4或IPv6,例如:[code]\"192.168.1.1\"[/code]。"
+"创建服务器时使用的 IP。默认情况下,这被设置为通配符 [code]\"*\"[/code],它绑"
+"定到所有可用的接口。给定的 IP 地址格式需要是 IPv4 或 IPv6,例如:"
+"[code]\"192.168.1.1\"[/code]。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -46932,8 +47246,8 @@ msgid ""
"requiring the fewest CPU resources. This option may also be used to make "
"network debugging using tools like Wireshark easier."
msgstr ""
-"无压缩。这使用最多的带宽,但具有占用最少 CPU 资源的好处。这个选项可以用于"
-"Wireshark等工具使用,更容易进行网络调试。"
+"无压缩。这使用最多的带宽,但具有占用最少 CPU 资源的好处。这个选项可以用于 "
+"Wireshark 等工具使用,更容易进行网络调试。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
@@ -46960,13 +47274,13 @@ msgid ""
"packets smaller than 4 KB. Therefore, it's recommended to use other "
"compression algorithms in most cases."
msgstr ""
-"[url=https://www.zlib.net/]Zlib[/url]压缩。与 [constant COMPRESS_FASTLZ] 相"
+"[url=https://www.zlib.net/]Zlib[/url] 压缩。与 [constant COMPRESS_FASTLZ] 相"
"比,这个选项使用较少的带宽,但代价是使用更多的 CPU 资源。请注意,这种算法对小"
"于4KB的数据包不是很有效。因此,建议在大多数情况下使用其他压缩算法。"
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
-msgstr "[url=https://facebook.github.io/zstd/]Zstandard[/url]压缩。"
+msgstr "[url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "A high-level network interface to simplify multiplayer interactions."
@@ -47068,8 +47382,8 @@ msgid ""
"consider whether the order matters."
msgstr ""
"数据包不被确认,对丢失的数据包不进行重发尝试。数据包可以以任何顺序到达。可能"
-"比[constant TRANSFER_MODE_UNRELIABLE_ORDERED]快。用于非关键数据,并注意考虑顺"
-"序是否重要。"
+"比 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 快。用于非关键数据,并注意考虑"
+"顺序是否重要。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -47080,8 +47394,8 @@ msgid ""
"example movement and positional data."
msgstr ""
"数据包不被确认,对丢失的数据包不进行重发尝试。数据包按其发送顺序接收。有可能"
-"比[constant TRANSFER_MODE_RELIABLE]快。用于非关键数据或由于重发尝试而迟迟不能"
-"收到的数据,例如运动和位置数据。"
+"比 [constant TRANSFER_MODE_RELIABLE] 快。用于非关键数据或由于重发尝试而迟迟不"
+"能收到的数据,例如运动和位置数据。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
@@ -47094,8 +47408,8 @@ msgid ""
msgstr ""
"数据包必须被接收,并应进行重发尝试,直到数据包被确认。数据包必须按照其发送的"
"顺序接收。最可靠的传输模式,但由于开销很大,可能是最慢的。用于必须按顺序传输"
-"和到达的关键数据,例如,正在触发的能力或聊天信息。仔细考虑信息是否真的是关键"
-"的,并尽量少用。"
+"和到达的关键数据,例如触发的能力或聊天信息。仔细考虑信息是否真的是关键的,并"
+"尽量少用。"
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "The ongoing connection disconnected."
@@ -47444,8 +47758,8 @@ msgstr ""
"set_input_as_handled]。\n"
"对于游戏输入,[method _unhandled_input] 和 [method _unhandled_key_input] 通常"
"更适合,因为它们允许 GUI 首先拦截事件。\n"
-"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它"
-"非“孤儿”)。"
+"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不"
+"是“孤儿”)。"
#: doc/classes/Node.xml
msgid ""
@@ -47508,8 +47822,8 @@ msgid ""
"call with [method request_ready], which may be called anywhere before adding "
"the node again."
msgstr ""
-"当节点“就绪”时被调用。子节点的 [method _ready] 回调会首先被触发,而父节点会在"
-"之后收到就绪通知。\n"
+"当该节点“就绪”时被调用。子节点的 [method _ready] 回调会首先被触发,而父节点会"
+"在之后收到就绪通知。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通"
"知。也请参阅变量的 [code]onready[/code] 关键字。\n"
"通常用于初始化。对于更早的初始化,可以使用 [method Object._init]。也请参阅 "
@@ -47625,10 +47939,10 @@ msgid ""
"will have a human-readable name based on the name of the node being "
"instanced instead of its type."
msgstr ""
-"添加[code]child_node[/code]作为子节点。该子节点在子节点列表中被置于给定的"
-"[code]node[/code]之下。\n"
-"如果[code]legible_unique_name[/code]是[code]true[/code],子节点将有一个基于被"
-"实例化的节点名称,而不是其类型可读的名称。"
+"将 [code]child_node[/code] 添加为子节点。该子节点在子节点列表中被置于给定的 "
+"[code]node[/code] 之下。\n"
+"如果 [code]legible_unique_name[/code] 为 [code]true[/code],子节点将有一个基"
+"于被实例化的节点名称,而不是其类型可读的名称。"
#: doc/classes/Node.xml
msgid ""
@@ -47685,10 +47999,10 @@ msgid ""
"constructor arguments (i.e. needs to supply arguments to [method Object."
"_init] method). In that case, the node will be duplicated without a script."
msgstr ""
-"复制节点,返回一个新的节点。\n"
-"你可以使用[code]flags[/code]来微调这个行为(见[enum DuplicateFlags])。\n"
-"[b]注意:[/b]如果节点包含一个带有构造参数的脚本(即需要向[method Object."
-"_init]方法提供参数),它将不能正常工作。在这种情况下,节点将被复制而没有脚"
+"复制该节点,返回一个新的节点。\n"
+"你可以使用 [code]flags[/code] 来微调这个行为(见 [enum DuplicateFlags])。\n"
+"[b]注意:[/b]如果节点包含一个带有构造参数的脚本(即需要向 [method Object."
+"_init] 方法提供参数),它将不能正常工作。在这种情况下,节点将被复制而没有脚"
"本。"
#: doc/classes/Node.xml
@@ -47746,9 +48060,9 @@ msgid ""
"method is often used for iterating all children of a node.\n"
"To access a child node via its name, use [method get_node]."
msgstr ""
-"按索引返回一个子节点(见[method get_child_count])。这个方法经常被用于遍历一"
+"按索引返回一个子节点(见 [method get_child_count])。这个方法经常被用于遍历一"
"个节点的所有子节点。\n"
-"要通过一个子节点的名字访问它,请使用[method get_node]。"
+"要通过一个子节点的名字访问它,请使用 [method get_node]。"
#: doc/classes/Node.xml
msgid "Returns the number of child nodes."
@@ -47793,13 +48107,13 @@ msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the node's index, i.e. its position among the siblings of its parent."
-msgstr "返回节点的索引,即它在其父节点的兄弟节点中的位置。"
+msgstr "返回该节点的索引,即它在其父节点的兄弟节点中的位置。"
#: doc/classes/Node.xml
msgid ""
"Returns the peer ID of the network master for this node. See [method "
"set_network_master]."
-msgstr "返回此节点的网络主节点的对等 ID。见 [method set_network_master]。"
+msgstr "返回这个节点的网络主节点的对等 ID。见 [method set_network_master]。"
#: doc/classes/Node.xml
msgid ""
@@ -47990,7 +48304,7 @@ msgstr "如果给定节点是当前节点的直接或间接子节点,则返回
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock."
-msgstr "如果节点在场景dock中折叠(collapsed),则返回 [code]true[/code]。"
+msgstr "如果该节点在场景面板中折叠,则返回 [code]true[/code]。"
#: doc/classes/Node.xml
msgid ""
@@ -48225,10 +48539,10 @@ msgid ""
"of it. After using [code]raise[/code], a Control will be drawn on top of its "
"siblings."
msgstr ""
-"将此节点移到父节点的子节点层次的底部。这在GUI([Control]节点)中通常很有用,"
-"因为它们的绘制顺序取决于它们在树中的顺序。最上面的节点首先被绘制出来,然后在"
-"层次结构中最上面的节点下面的所有同级被依次绘制在它的上面。使用[code]raise[/"
-"code]后,一个控件将被绘制在其同级的上面。"
+"将这个节点移到父节点的子节点层次的底部。这在 GUI([Control]节点)中通常很有"
+"用,因为它们的绘制顺序取决于它们在树中的顺序。最上面的节点首先被绘制出来,然"
+"后在层次结构中最上面的节点下面的所有同级被依次绘制在它的上面。使用 "
+"[code]raise[/code] 后,控件将被绘制在其同级之上。"
#: doc/classes/Node.xml
msgid ""
@@ -48595,8 +48909,8 @@ msgid ""
"character, which is reserved for unique names when using [method add_child]. "
"When setting the name manually, any [code]@[/code] will be removed."
msgstr ""
-"节点的名称。此名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设置"
-"为现有名称时,节点将自动重命名。\n"
+"该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当"
+"设置为现有名称时,节点将自动重命名。\n"
"[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method "
"add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/"
"code]。"
@@ -48617,9 +48931,10 @@ msgid ""
"will not be visible in the scene tree, though it will be visible in the "
"2D/3D view."
msgstr ""
-"节点的所有者。节点的所有者可以是任何其他节点(需要是父节点或祖父节点等,即场"
-"景树上的祖先)。(通过 [PackedScene])保存一个节点时,它拥有的所有节点也会随"
-"之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例化。\n"
+"该节点的所有者。节点的所有者可以是任何其他节点(需要是沿场景树向上的有效节"
+"点,如父节点、祖父节点等)。(通过 [PackedScene])保存节点时,它拥有的所有节"
+"点也会随之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例"
+"化。\n"
"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method "
"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
@@ -48650,7 +48965,7 @@ msgid ""
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
-"节点在已启用的处理回调(即 [constant NOTIFICATION_PROCESS]、[constant "
+"该节点在已启用的处理回调(即 [constant NOTIFICATION_PROCESS]、[constant "
"NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先"
"级值[i]较低[/i]的节点将首先执行其处理回调。"
@@ -50221,7 +50536,7 @@ msgstr ""
"[OccluderShape] 是 [Occluder] 节点所使用的资源,用于几何遮挡剔除。\n"
"该多边形必须是凸多边形。多边形顶点的创建与删除可以在编辑器的检查器中进行,也"
"可以通过调用 [code]set_polygon_points[/code] 实现。每一条边的顶点都可以通过在"
-"编辑器视窗中拖拽句柄设置。\n"
+"编辑器视窗中拖拽手柄设置。\n"
"另外,每一个多边形遮挡器都可以支持单个空洞。如果你在编辑器的检查器中为空洞添"
"加至少三个顶点,就可以在编辑器视窗中拖拽空洞边缘顶点的句柄。\n"
"一般而言,多边形以及空洞的边数越少,运行时系统的处理速度就越快,所以在大多数"
@@ -50317,11 +50632,14 @@ msgstr ""
"光的衰减(下降)曲线。在[b]检查器[/b]中,通过右键点击曲线,可以获得许多预设。"
#: doc/classes/OmniLight.xml
+#, fuzzy
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的 [member "
"omni_attenuation]。无论使用何种 [member omni_attenuation],光线都不会到达这个"
@@ -50342,8 +50660,8 @@ msgid ""
msgstr ""
"为这个 [OmniLight] 使用的阴影渲染模式。见 [enum ShadowMode]。\n"
"[b]注意:[/b]在 GLES2 中,只有支持深度立方体贴图功能的 GPU 才支持 [constant "
-"SHADOW_CUBE]。Radeon HD 4000 系列等较老的 GPU "
-"不支持立方体贴图阴影,因此会回退到使用双抛物面阴影。"
+"SHADOW_CUBE]。Radeon HD 4000 系列等较老的 GPU 不支持立方体贴图阴影,因此会回"
+"退到使用双抛物面阴影。"
#: doc/classes/OmniLight.xml
msgid ""
@@ -50358,8 +50676,8 @@ msgid ""
"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
"feature support for depth cubemaps."
msgstr ""
-"阴影被渲染至一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] "
-"慢,但质量更高。仅在支持深度立方体贴图功能的 GPU 上支持。"
+"阴影被渲染至一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] 慢,但质量更"
+"高。仅在支持深度立方体贴图功能的 GPU 上支持。"
#: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow."
@@ -50488,8 +50806,8 @@ msgid ""
"value of 1 means all the octaves have the same contribution, a value of 0.5 "
"means each octave contributes half as much as the previous one."
msgstr ""
-"不同八度音阶的贡献因子。[code]persistence[/code]值为1表示所有的八度有相同的贡"
-"献,值为0.5表示每个八度的贡献是前一个的一半。"
+"不同八度的贡献因子。[code]persistence[/code] 值为 1 表示所有的八度有相同的贡"
+"献,值为 0.5 表示每个八度的贡献是前一个的一半。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
@@ -50979,13 +51297,14 @@ msgid "Returns the audio driver name for the given index."
msgstr "返回给定索引的音频驱动程序名称。"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -51043,13 +51362,14 @@ msgstr ""
"[/codeblock]"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -51078,13 +51398,14 @@ msgid ""
msgstr "返回当前使用的视频驱动程序,使用[enum VideoDriver]中的一个值。"
#: doc/classes/OS.xml
+#, fuzzy
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -51614,13 +51935,17 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
"以秒为单位返回当前的 UNIX 纪元时间戳。\n"
"[b]重要:[/b]这是用户可以手动设置的系统时钟。[b]永远不要使用[/b]这种方法进行"
"精确的时间计算,因为它的结果也会受到操作系统的自动调整。[b]始终使用[/b] "
"[method get_ticks_usec] 或 [method get_ticks_msec] 进行精确时间计算,因为它们"
-"保证是单调的(即永不减少)。"
+"保证是单调的(即永不减少)。\n"
+"[b]注意:[/b]如果要获取精度比秒更高的浮点数时间戳,请使用 [method Time."
+"get_unix_time_from_system]。"
#: doc/classes/OS.xml
msgid ""
@@ -51798,12 +52123,12 @@ msgid ""
"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
"instead."
msgstr ""
-"如果用于运行项目的Godot二进制文件是[i]debug[/i]导出,或在编辑器中运行时,返"
-"回 [code]true[/code]。\n"
-"如果用于运行项目的Godot二进制文件是[i]release[/i]导出,则返回 [code]false[/"
-"code]。\n"
-"要检查用于运行项目的Godot二进制文件是否是被导出版本(调试或发布),请使用"
-"[code]OS.has_feature(\"standalone\")[/code]代替。"
+"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行"
+"时,则返回 [code]true[/code]。\n"
+"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 "
+"[code]false[/code]。\n"
+"要检查用于运行项目的 Godot 二进制文件是否为导出模板(调试或发布),请使用 "
+"[code]OS.has_feature(\"standalone\")[/code] 代替。"
#: doc/classes/OS.xml
msgid ""
@@ -52904,10 +53229,9 @@ msgid ""
"[constant ERR_OUT_OF_MEMORY]."
msgstr ""
"编码 [Variant] 时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n"
-"[method put_var] 方法在堆栈上分配内存,使用的缓冲区将自动增长到最接近的二次"
-"方,以匹配 [Variant] 的大小。如果 [Variant] 大于 "
-"[code]encode_buffer_max_size[/code],则该方法将以 [constant "
-"ERR_OUT_OF_MEMORY] 出错。"
+"[method put_var] 方法在栈上分配内存,使用的缓冲区将自动增长到最接近的二次方,"
+"以匹配 [Variant] 的大小。如果 [Variant] 大于 [code]encode_buffer_max_size[/"
+"code],则该方法将以 [constant ERR_OUT_OF_MEMORY] 出错。"
#: doc/classes/PacketPeerDTLS.xml
msgid "DTLS packet peer."
@@ -53536,6 +53860,17 @@ msgid "Particle systems (2D)"
msgstr "粒子系统(2D)"
#: doc/classes/Particles2D.xml
+#, fuzzy
+msgid "2D Particles Demo"
+msgstr "2D 平台跳跃演示"
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr "返回一个包含所有现存粒子位置的矩形。"
@@ -54632,7 +54967,7 @@ msgstr ""
"返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞"
"的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。"
"如果没有检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n"
-"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
+"[b]注意:[/b]任何已经碰撞的 [Shape2D](比如内部的)会被忽略。使用 [method "
"collide_shape] 确定形状已经碰撞的 [Shape2D]。"
#: doc/classes/Physics2DDirectSpaceState.xml
@@ -54667,20 +55002,20 @@ msgid ""
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape."
msgstr ""
-"通过[Physics2DShapeQueryParameters]对象给出的形状与空间的检查交点。如果它与一"
-"个以上的形状发生碰撞,则选择最近的一个。如果该形状没有与任何对象相交,那么将"
-"返回一个空字典。\n"
-"[b]注意:[/b]这个方法不考虑对象的[code]motion[/code]属性。返回的对象是包含以"
-"下字段的字典。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]linear_velocity[/code]:碰撞物体的速度[Vector2]。如果对象是一个"
-"[Area2D],结果是[code](0, 0)[/code]。\n"
-"[code]metadata[/code]:相交形状的元数据。这个元数据与[method Object.get_meta]"
-"不同,它是用[method Physics2DServer.shape_set_data]设置的。\n"
-"[code]normal[/code]:物体在交点处的表面法线。\n"
-"[code]point[/code]:相交点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。"
+"通过 [Physics2DShapeQueryParameters] 对象给出的形状与空间的检查交点。如果它与"
+"一个以上的形状发生碰撞,则选择最近的一个。如果该形状没有与任何对象相交,那么"
+"将返回一个空字典。\n"
+"[b]注意:[/b]这个方法不考虑对象的 [code]motion[/code] 属性。返回的对象是包含"
+"以下字段的字典。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]linear_velocity[/code]:碰撞物体的速度 [Vector2]。如果对象是一个 "
+"[Area2D],结果是 [code](0, 0)[/code]。\n"
+"[code]metadata[/code]:相交形状的元数据。这个元数据与 [method Object."
+"get_meta] 不同,它是用 [method Physics2DServer.shape_set_data] 设置的。\n"
+"[code]normal[/code]:物体在交点处的表面法线。\n"
+"[code]point[/code]:相交点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。"
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
@@ -55912,7 +56247,7 @@ msgstr ""
"返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞"
"的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。"
"如果未检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n"
-"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method "
+"[b]注意:[/b]任何已经碰撞的 [Shape2D](比如内部的)会被忽略。使用 [method "
"collide_shape] 确定形状已经碰撞的 [Shape]。"
#: doc/classes/PhysicsDirectSpaceState.xml
@@ -57622,7 +57957,8 @@ msgid ""
"Returns a [String] with each element of the array joined with the given "
"[code]delimiter[/code]."
msgstr ""
-"返回一个[String],数组的每个元素都用给定的[code]delimiter[/code]分隔符连接。"
+"返回一个 [String],数组的每个元素都用给定的 [code]delimiter[/code] 分隔符连"
+"接。"
#: doc/classes/PoolStringArray.xml
msgid "Appends a string element at end of the array."
@@ -58270,8 +58606,12 @@ msgstr ""
"[b]注意:[/b]被移除项后的项的索引将被移位 1。"
#: doc/classes/PopupMenu.xml
-msgid "Sets the currently focused item as the given [code]index[/code]."
-msgstr "将当前聚焦项目设置为给定的索引 [code]index[/code]。"
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
+msgstr ""
+"将当前聚焦项目设置为给定的索引 [code]index[/code]。\n"
+"将 [code]-1[/code] 作为索引传入不会聚焦任何项目。"
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
@@ -58532,11 +58872,15 @@ msgstr "用于显示带有面板背景的弹出窗口的类。"
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比 [Popup] 更容易使"
"用,因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看 "
-"[WindowDialog]。"
+"[WindowDialog]。\n"
+"任何添加为这个 [PopupPanel] 子项的 [Control] 都会被拉伸到与面板一样的大小"
+"(与 [PanelContainer] 类似)。"
#: doc/classes/PopupPanel.xml
msgid "The background panel style of this [PopupPanel]."
@@ -58644,7 +58988,7 @@ msgid ""
"visual size by using the gizmo in the 2D editor while the node is selected."
msgstr ""
"用于编辑的通用 2D 位置提示。它就像一个普通的 [Node2D],但它在 2D 编辑器中始终"
-"显示为一个十字。选择节点时,可以使用 2D 编辑器中的小控件来设置十字的视觉大"
+"显示为一个十字。选中节点时,可以使用 2D 编辑器中的小工具来设置十字的视觉大"
"小。"
#: doc/classes/Position3D.xml
@@ -59490,10 +59834,17 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
-msgstr ""
-"如果为 [code]true[/code],将允许麦克风输入。导出到 Android 或 iOS 时须设置适"
-"当的权限。"
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
+msgstr ""
+"如果为 [code]true[/code],会允许麦克风输入。导出到 Android 和 iOS 时需要设置"
+"合适的权限。\n"
+"[b]注意:[/b]如果操作系统(根据该用户的隐私设置)阻止了对音频输入设备的访问,"
+"那么音频捕获只会返回静音。自 Windows 10 起,请确保在操作系统的隐私设置中允许"
+"应用对麦克风的访问。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -59878,7 +60229,7 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum call stack allowed for debugging GDScript."
-msgstr "调试GDScript时允许的最大调用堆栈。"
+msgstr "调试 GDScript 时允许的最大调用堆栈。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -61597,7 +61948,7 @@ msgid ""
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
msgstr ""
-"2D 中默认的重力强度(单位:每秒平方像素)。\n"
+"2D 中默认的重力强度(单位为像素每秒的平方)。\n"
"[b]注意:[/b]这个属性只在项目启动时被读取。要在运行时改变默认的重力,请使用以"
"下代码示例:\n"
"[codeblock]\n"
@@ -61753,7 +62104,7 @@ msgid ""
"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
"[/codeblock]"
msgstr ""
-"3D 中的默认重力强度,单位:米/秒平方。\n"
+"3D 中的默认重力强度(单位为米每秒的平方)。\n"
"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码"
"示例:\n"
"[codeblock]\n"
@@ -62805,11 +63156,29 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
-msgstr ""
-"用于启用各向异性的纹理的最大各向异性过滤器级别。从倾斜角度查看时,较高的值将"
-"导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值是有效(如 2、4、8、16)。"
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
+msgstr ""
+"纹理开启各向异性时,所使用的各向异性过滤的最大级别。值越高,斜视角观察到的纹"
+"理越锐利,但性能消耗也更大。取值只允许二的幂([code]2[/code]、[code]4[/"
+"code]、[code]8[/code]、[code]16[/code]),例外是 [code]1[/code]。取 [code]1[/"
+"code] 时会禁用各向异性过滤,即便纹理上是启用状态。\n"
+"[b]注意:[/b]出于性能的原因,纹理[i]默认没有开启[/i]各向异性过滤。要让这个设"
+"置起效,可以启用纹理的各向异性过滤:在“文件系统”面板里选中纹理,再到“导入”面"
+"板中勾选[b]各向异性[/b]复选框,再点击[b]重新导入[/b]。不过,各向异性过滤在 "
+"2D 中没什么用,所以请在有可见差别时才在 2D 纹理上启用。\n"
+"[b]注意:[/b]这个属性只在项目启动时读取。目前没有在运行时修改的方法。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62835,17 +63204,25 @@ msgstr ""
"的值通常会给出最好的结果。另见 [member rendering/quality/filters/use_fxaa]。"
#: doc/classes/ProjectSettings.xml
+#, fuzzy
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
"如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些"
"情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为"
@@ -63863,7 +64240,7 @@ msgstr ""
"pcg-random.org/]PCG32[/url]。\n"
"[b]注意:[/b]底层算法是实现细节。因此,跨 Godot 版本的可重复随机流不应该依赖"
"于此。\n"
-"要根据时间相关种子生成随机浮点数,在给定范围内:\n"
+"要根据时间相关种子生成(给定范围内的)随机浮点数:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
@@ -63883,14 +64260,14 @@ msgid ""
"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive)."
msgstr ""
-"生成一个[code]0.0[/code]和[code]1.0[/code](包括端点)之间的伪随机浮点数。"
+"生成一个 [code]0.0[/code] 和 [code]1.0[/code](包括端点)之间的伪随机浮点数。"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
"code] (inclusive)."
msgstr ""
-"生成一个[code]from[/code]和[code]to[/code](包括端点)之间的伪随机浮点数。"
+"生成一个 [code]from[/code] 和 [code]to[/code](包括端点)之间的伪随机浮点数。"
#: doc/classes/RandomNumberGenerator.xml
msgid ""
@@ -64040,14 +64417,14 @@ msgid ""
"Maximum value. Range is clamped if [code]value[/code] is greater than "
"[code]max_value[/code]."
msgstr ""
-"最大值。如果[code]value[/code]大于[code]max_value[/code],则会被范围限制。"
+"最大值。如果 [code]value[/code] 大于 [code]max_value[/code],则会被范围限制。"
#: doc/classes/Range.xml
msgid ""
"Minimum value. Range is clamped if [code]value[/code] is less than "
"[code]min_value[/code]."
msgstr ""
-"最小值。如果[code]value[/code]小于[code]min_value[/code],则会被范围限制。"
+"最小值。如果 [code]value[/code] 小于 [code]min_value[/code],则会被范围限制。"
#: doc/classes/Range.xml
msgid ""
@@ -64593,7 +64970,7 @@ msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Reference frame for GUI."
-msgstr "GUI的引用框架。"
+msgstr "GUI 的参考框。"
#: doc/classes/ReferenceRect.xml
msgid ""
@@ -64607,21 +64984,21 @@ msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Sets the border [Color] of the [ReferenceRect]."
-msgstr "设置 [ReferenceRect] 的边框 [Color]。"
+msgstr "设置该 [ReferenceRect] 的边框 [Color]。"
#: doc/classes/ReferenceRect.xml
msgid ""
"Sets the border width of the [ReferenceRect]. The border grows both inwards "
"and outwards with respect to the rectangle box."
-msgstr "设置 [ReferenceRect] 的边框宽度。边界相对于矩形框向内和向外生长。"
+msgstr "设置该 [ReferenceRect] 的边框宽度。边界相对于矩形框同时向内向外伸长。"
#: doc/classes/ReferenceRect.xml
msgid ""
"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
"in editor. Otherwise, [ReferenceRect] will be visible in game."
msgstr ""
-"如果设置为 [code]true[/code],[ReferenceRect]将只在编辑器中可见。否则,"
-"[ReferenceRect]将在游戏中可见。"
+"如果设置为 [code]true[/code],该 [ReferenceRect] 将只在编辑器中可见。否则,"
+"[ReferenceRect] 将在游戏中可见。"
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -64729,7 +65106,7 @@ msgstr "定义反射强度。"
msgid ""
"Sets the ambient light color to be used when this probe is set to [member "
"interior_enable]."
-msgstr "设置环境光的颜色,当此探针被设置为[member interior_enable]时使用。"
+msgstr "设置环境光的颜色,当此探针被设置为 [member interior_enable] 时使用。"
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -64745,7 +65122,7 @@ msgid ""
"Sets the energy multiplier for this reflection probe's ambient light "
"contribution when set to [member interior_enable]."
msgstr ""
-"当设置为[member interior_enable]时,为该反射探针的环境光贡献设置能量乘数。"
+"当设置为 [member interior_enable] 时,为该反射探针的环境光贡献设置能量乘数。"
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -64753,8 +65130,8 @@ msgid ""
"lighting is then controlled by the [code]interior_ambient_*[/code] "
"properties."
msgstr ""
-"如果为 [code]true[/code],反射将忽略天空的贡献。然后环境照明由"
-"[code]internal_ambient_*[/code]属性控制。"
+"如果为 [code]true[/code],反射将忽略天空的贡献。然后环境照明由 "
+"[code]internal_ambient_*[/code] 属性控制。"
#: doc/classes/ReflectionProbe.xml
msgid ""
@@ -64787,7 +65164,7 @@ msgid ""
"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
msgstr ""
-"设置 [ReflectionProbe] 的更新频率。可以是 [constant UPDATE_ONCE] 或 "
+"设置该 [ReflectionProbe] 的更新频率。可以是 [constant UPDATE_ONCE] 或 "
"[constant UPDATE_ALWAYS]。"
#: doc/classes/ReflectionProbe.xml
@@ -64986,33 +65363,45 @@ msgstr "返回此对象是否分配了有效的搜索模式。"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的 [RegExMatch] 容器,"
-"否则返回 [code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点"
-"的位置。"
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
-"在文本中搜索编译过的模式。为每个不重叠的结果返回一个 [RegExMatch] 容器数组。"
-"如果没有发现任何结果,则返回一个空数组。可以指定要搜索的区域,而不需要修改开"
-"始和结束锚点的位置。"
#: modules/regex/doc_classes/RegEx.xml
+#, fuzzy
msgid ""
"Searches the text for the compiled pattern and replaces it with the "
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
"搜索文本中的编译模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 "
"[code]$name[/code] 等转义和反向引用会被展开和解决。默认情况下,只有第一个实例"
@@ -65059,9 +65448,9 @@ msgid ""
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的起始位置。捕获组的起始位置可以通过提供它的组号作为一个整"
-"数或它的字符串名称(如果它是一个命名组)来检索。默认值为0,指的是整个表达"
+"数或它的字符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达"
"式。\n"
-"如果组没有匹配或不存在,返回-1。"
+"如果组没有匹配或不存在,返回 -1。"
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
@@ -65072,7 +65461,7 @@ msgid ""
"Returns an empty string if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的子串。捕获组可以通过提供它的组号作为整数或它的字符串名称"
-"(如果它是一个命名组)来检索。默认值为0,指的是整个表达式。\n"
+"(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n"
"如果组没有匹配或不存在,则返回一个空字符串。"
#: modules/regex/doc_classes/RegExMatch.xml
@@ -65164,7 +65553,7 @@ msgid ""
msgstr ""
"RemoteTransform2D 将自己的 [Transform2D] 推送到场景中另一个 [CanvasItem] 派生"
"的节点(称为远程节点)。\n"
-"它可以被设置为更新另一个Node的位置、旋转或比例。它可以使用全局坐标或局部坐"
+"它可以被设置为更新另一个 Node 的位置、旋转或比例。它可以使用全局坐标或局部坐"
"标。"
#: doc/classes/RemoteTransform2D.xml
@@ -65237,12 +65626,13 @@ msgid ""
msgstr ""
"复制资源,返回一个复制了导出成员属性的新资源。[b]注意:[/b]为了复制资源,构造"
"函数被调用,没有参数。当构造函数没有默认值时,这个方法会出错。\n"
-"默认情况下,为了提高效率,子资源在资源副本之间被共享。这可以通过向"
-"[code]subresources[/code]参数传递[code]true[/code]来改变,它将复制子资源。\n"
-"[b]注意:[/b]如果[code]subresources[/code]是[code]true[/code],这个方法将只执"
-"行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n"
-"[b]注意:[/b]当复制一个资源时,只有导出[code]export[/code]的属性被复制。其他"
-"属性将被设置为新资源中的默认值。"
+"默认情况下,为了提高效率,子资源在资源副本之间被共享。这可以通过向 "
+"[code]subresources[/code] 参数传递 [code]true[/code] 来改变,它将复制子资"
+"源。\n"
+"[b]注意:[/b]如果 [code]subresources[/code] 为 [code]true[/code],这个方法将"
+"只执行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n"
+"[b]注意:[/b]当复制一个资源时,只有导出 [code]export[/code] 的属性被复制。其"
+"他属性将被设置为新资源中的默认值。"
#: doc/classes/Resource.xml
msgid ""
@@ -65480,7 +65870,7 @@ msgid ""
"Returns the list of extensions available for saving the resource object, "
"provided it is recognized (see [method recognize])."
msgstr ""
-"返回可用于保存资源对象的扩展列表,前提是它被识别(见[method recognize])。"
+"返回可用于保存资源对象的扩展列表,前提是它被识别(见 [method recognize])。"
#: doc/classes/ResourceFormatSaver.xml
msgid "Returns whether the given resource object can be saved by this saver."
@@ -65509,7 +65899,7 @@ msgid ""
"[EditorImportPlugin]."
msgstr ""
"这是在核心部分实现的资源导入器的基类。要使用编辑器插件实现你自己的资源导入"
-"器,请参阅[EditorImportPlugin]。"
+"器,见 [EditorImportPlugin]。"
#: doc/classes/ResourceImporter.xml
msgid "Import plugins"
@@ -65574,11 +65964,11 @@ msgid ""
"Returns another [enum Error] code if the poll has failed."
msgstr ""
"对加载操作进行轮询,即加载一个数据块到下一个阶段。\n"
-"如果轮询成功,但加载操作还没有完成(中间阶段),则返回[constant OK]。这意味着"
-"[method poll]将不得不再次被调用,直到最后阶段完成。\n"
-"如果加载操作已经成功完成,返回[constant ERR_FILE_EOF]。可以通过调用[method "
-"get_resource]获得加载的资源。\n"
-"如果轮询失败,返回另一个[enum Error]错误代码。"
+"如果轮询成功,但加载操作还没有完成(中间阶段),则返回 [constant OK]。这意味"
+"着 [method poll] 将不得不再次被调用,直到最后阶段完成。\n"
+"如果加载操作已经成功完成,返回 [constant ERR_FILE_EOF]。可以通过调用 [method "
+"get_resource] 获得加载的资源。\n"
+"如果轮询失败,返回另一个 [enum Error] 错误代码。"
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
@@ -65590,10 +65980,10 @@ msgid ""
"Returns another [enum Error] code if a poll has failed, aborting the "
"operation."
msgstr ""
-"连续地对加载操作进行轮询,直到资源被完全加载或方法[method poll]轮询失败。\n"
-"如果加载操作成功完成,返回[constant ERR_FILE_EOF]。可以通过调用[method "
-"get_resource]获得加载的资源。\n"
-"如果轮询失败,返回另一个[enum Error]错误代码,中止操作。"
+"连续地对加载操作进行轮询,直到资源被完全加载或方法 [method poll] 轮询失败。\n"
+"如果加载操作成功完成,返回 [constant ERR_FILE_EOF]。可以通过调用 [method "
+"get_resource] 获得加载的资源。\n"
+"如果轮询失败,返回另一个 [enum Error] 错误代码,中止操作。"
#: doc/classes/ResourceLoader.xml
msgid "Singleton used to load resource files."
@@ -65607,7 +65997,7 @@ msgid ""
"them to a format that can be used by the engine."
msgstr ""
"用于从文件系统加载资源文件的单例。\n"
-"它使用在引擎中注册的许多[ResourceFormatLoader]类(无论是内置的还是来自插件"
+"它使用在引擎中注册的许多 [ResourceFormatLoader] 类(无论是内置的还是来自插件"
"的)来将文件加载到内存中,并将它们转换为引擎可以使用的格式。"
#: doc/classes/ResourceLoader.xml
@@ -65646,10 +66036,10 @@ msgid ""
"can be overridden by using [method Resource.take_over_path] on a new "
"resource for that same path."
msgstr ""
-"返回给定路径[code]path[/code]的缓存资源是否可用。\n"
-"一旦资源被引擎加载,它就会被缓存在内存中,以便更快地访问,未来对[method load]"
-"或[method load_interactive]方法的调用将使用缓存的版本。缓存的资源可以通过对同"
-"一路径的新资源使用[method Resource.take_over_path]来覆盖。"
+"返回给定路径 [code]path[/code] 的缓存资源是否可用。\n"
+"一旦资源被引擎加载,它就会被缓存在内存中,以便更快地访问,未来对 [method "
+"load] 或 [method load_interactive] 方法的调用将使用缓存的版本。缓存的资源可以"
+"通过对同一路径的新资源使用 [method Resource.take_over_path] 来覆盖。"
#: doc/classes/ResourceLoader.xml
msgid ""
@@ -65671,17 +66061,17 @@ msgid ""
"be used in most situations, leaving the use of [ResourceLoader] for more "
"advanced scenarios."
msgstr ""
-"在给定的路径[code]path[/code]上加载一个资源,缓存结果以便进一步访问。\n"
-"依次查询注册的[ResourceFormatLoader],找到第一个可以处理该文件扩展名的加载"
-"器,然后尝试加载。如果加载失败,其余的ResourceFormatLoaders也会被尝试。\n"
-"一个可选的[code]type_hint[/code]类型提示可以用来进一步指定"
-"[ResourceFormatLoader]应处理的[Resource]资源类型。任何继承自[Resource]的东西"
-"都可以被用作类型提示,例如图像[Image]。\n"
-"如果[code]no_cache[/code]是[code]true[/code],资源缓存将被绕过,资源将被重新"
-"加载。否则,如果缓存的资源存在,将被返回。\n"
-"如果没有[ResourceFormatLoader]可以处理该文件,则返回一个空资源。\n"
-"GDScript有一个简化的[method @GDScript.load]内置方法,可以在大多数情况下使用,"
-"把[ResourceLoader]的使用留给更高级的场景。"
+"在给定的路径 [code]path[/code] 上加载一个资源,缓存结果以便进一步访问。\n"
+"依次查询注册的 [ResourceFormatLoader],找到第一个可以处理该文件扩展名的加载"
+"器,然后尝试加载。如果加载失败,其余的 ResourceFormatLoader 也会被尝试。\n"
+"一个可选的 [code]type_hint[/code] 类型提示可以用来进一步指定 "
+"[ResourceFormatLoader] 应处理的 [Resource] 资源类型。任何继承自 [Resource] 的"
+"东西都可以被用作类型提示,例如 [Image]。\n"
+"如果 [code]no_cache[/code] 是 [code]true[/code],资源缓存将被绕过,资源将被重"
+"新加载。否则,如果缓存的资源存在,将被返回。\n"
+"如果没有 [ResourceFormatLoader] 可以处理该文件,则返回一个空资源。\n"
+"GDScript 有一个简化的 [method @GDScript.load] 内置方法,可以在大多数情况下使"
+"用,把 [ResourceLoader] 的使用留给更高级的场景。"
#: doc/classes/ResourceLoader.xml
msgid ""
@@ -65694,11 +66084,11 @@ msgid ""
"Anything that inherits from [Resource] can be used as a type hint, for "
"example [Image]."
msgstr ""
-"开始交互式加载一个资源。返回的[ResourceInteractiveLoader]对象允许以高粒度加"
-"载,连续调用其[method ResourceInteractiveLoader.poll]轮询方法来加载分块。\n"
-"一个可选的[code]type_hint[/code]类型提示可以用来进一步指定应该由"
-"[ResourceFormatLoader]处理的资源[Resource]类型。任何继承自[Resource]的东西都"
-"可以被用作类型提示,例如[Image]。"
+"开始交互式加载一个资源。返回的 [ResourceInteractiveLoader] 对象允许以高粒度加"
+"载,连续调用其 [method ResourceInteractiveLoader.poll] 轮询方法来加载分块。\n"
+"一个可选的 [code]type_hint[/code] 类型提示可以用来进一步指定应该由 "
+"[ResourceFormatLoader] 处理的资源 [Resource] 类型。任何继承自 [Resource] 的东"
+"西都可以被用作类型提示,例如 [Image]。"
#: doc/classes/ResourceLoader.xml
msgid ""
@@ -65731,9 +66121,9 @@ msgid ""
"will be renamed to \"[code]name[/code] N\" where N is an incrementing number "
"starting from 2."
msgstr ""
-"将一个资源添加到预加载器中,并给出[code]name[/code]。如果给定的[code]name[/"
-"code]的资源已经存在,新的资源将被重命名为\"[code]name[/code] N\",其中N是一个"
-"从2开始的递增数字。"
+"将一个资源添加到预加载器中,并给出 [code]name[/code]。如果给定的 [code]name[/"
+"code] 的资源已经存在,新的资源将被重命名为 \"[code]name[/code] N\",其中 N 是"
+"一个从 2 开始的递增数字。"
#: doc/classes/ResourcePreloader.xml
msgid "Returns the resource associated to [code]name[/code]."
@@ -65748,22 +66138,23 @@ msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[code]name[/code]."
msgstr ""
-"如果预加载器包含一个与[code]name[/code]相关的资源,则返回 [code]true[/code]。"
+"如果预加载器包含一个与 [code]name[/code] 相关的资源,则返回 [code]true[/"
+"code]。"
#: doc/classes/ResourcePreloader.xml
msgid ""
"Removes the resource associated to [code]name[/code] from the preloader."
-msgstr "从预加载器中删除与[code]name[/code]有关的资源。"
+msgstr "从预加载器中删除与 [code]name[/code] 有关的资源。"
#: doc/classes/ResourcePreloader.xml
msgid ""
"Renames a resource inside the preloader from [code]name[/code] to "
"[code]newname[/code]."
-msgstr "将预加载器中的资源从[code]name[/code]重命名为[code]newname[/code]。"
+msgstr "将预加载器中的资源从 [code]name[/code] 重命名为 [code]newname[/code]。"
#: doc/classes/ResourceSaver.xml
msgid "Singleton for saving Godot-specific resource types."
-msgstr "用于保存Godot特定资源类型的单例。"
+msgstr "用于保存 Godot 特定资源类型的单例。"
#: doc/classes/ResourceSaver.xml
msgid ""
@@ -65773,10 +66164,10 @@ msgid ""
"text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
"(e.g. [code].res[/code] or [code].scn[/code])."
msgstr ""
-"用于将Godot特定的资源类型保存到文件系统的单例。\n"
-"它使用在引擎中注册的许多[ResourceFormatSaver]类(无论是内置的还是来自插件"
-"的),将引擎特定的资源数据保存到基于文本(如[code].res[/code]或[code].tscn[/"
-"code])或二进制文件(如[code].res[/code]或[code].scn[/code])。"
+"用于将 Godot 特定的资源类型保存到文件系统的单例。\n"
+"它使用在引擎中注册的许多 [ResourceFormatSaver] 类(无论是内置的还是来自插件"
+"的),将引擎特定的资源数据保存到基于文本(如 [code].res[/code] 或 [code]."
+"tscn[/code])或二进制文件(如 [code].res[/code] 或 [code].scn[/code])。"
#: doc/classes/ResourceSaver.xml
msgid ""
@@ -65792,9 +66183,9 @@ msgid ""
"behavior.\n"
"Returns [constant OK] on success."
msgstr ""
-"使用识别资源对象的[ResourceFormatSaver]将资源保存到给定路径的磁盘。\n"
+"使用识别资源对象的 [ResourceFormatSaver] 将资源保存到给定路径的磁盘。\n"
"可以指定 [code]flags[/code] 位掩码来自定义保存行为。\n"
-"成功后返回[constant OK]。"
+"成功后返回 [constant OK]。"
#: doc/classes/ResourceSaver.xml
msgid "Save the resource with a path relative to the scene which uses it."
@@ -65869,8 +66260,8 @@ msgid ""
"successfully. If the method returns [code]false[/code], it will skip "
"transformation to avoid displaying broken text."
msgstr ""
-"覆盖这个方法来修改[code]char_fx[/code]中的属性。如果字符可以被成功转换,该方"
-"法必须返回 [code]true[/code]。如果该方法返回 [code]false[/code],它将跳过转"
+"覆盖这个方法来修改 [code]char_fx[/code] 中的属性。如果字符可以被成功转换,该"
+"方法必须返回 [code]true[/code]。如果该方法返回 [code]false[/code],它将跳过转"
"换,以避免显示破碎的文本。"
#: doc/classes/RichTextLabel.xml
@@ -65902,9 +66293,9 @@ msgid ""
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
"富文本可以包含自定义文本、字体、图像和一些基本格式。该标签会将这些以内部标签"
-"堆栈的形式进行管理。它还可以适应给定的宽度/高度。\n"
-"[b]注意:[/b]为 [member bbcode_text] 设置内容会清除标签堆栈并根据该属性的内容"
-"重建。对 [member bbcode_text] 所做的任何编辑都将删除先前从其他手动来源(例如 "
+"栈的形式进行管理。它还可以适应给定的宽度/高度。\n"
+"[b]注意:[/b]为 [member bbcode_text] 设置内容会清除标签栈并根据该属性的内容重"
+"建。对 [member bbcode_text] 所做的任何编辑都将删除先前从其他手动来源(例如 "
"[method append_bbcode] 和 [code]push_*[/code] / [method pop] 方法)所做的编"
"辑。\n"
"[b]注意:[/b]RichTextLabel 不支持纠缠的 BBCode 标签。例如,不要使用 [code]"
@@ -65934,7 +66325,7 @@ msgid ""
"If [code]width[/code] or [code]height[/code] is set to 0, the image size "
"will be adjusted in order to keep the original aspect ratio."
msgstr ""
-"将图像的开头和结尾标签添加到标签堆中,可以选择提供 [code]width[/code] 和 "
+"将图像的开头和结尾标签添加到标签栈中,可以选择提供 [code]width[/code] 和 "
"[code]height[/code] 来调整图像的大小。\n"
"如果 [code]width[/code] 或 [code]height[/code] 被设置为 0,图像的大小被调整为"
"保持原始长宽比。"
@@ -65955,7 +66346,7 @@ msgid ""
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
-"解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。\n"
+"解析 [code]bbcode[/code] 并根据需要将标签添加到标签栈中。\n"
"[b]注意:[/b]使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打开"
"的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重建"
"整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 [member "
@@ -65965,7 +66356,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
-msgstr "清除标记堆栈并将 [member bbcode_text] 设置为空字符串。"
+msgstr "清除标签栈并将 [member bbcode_text] 设置为空字符串。"
#: doc/classes/RichTextLabel.xml
msgid "Returns the height of the content."
@@ -66000,7 +66391,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a newline tag to the tag stack."
-msgstr "在标签堆中添加一个换行标签。"
+msgstr "在标签栈中添加一个换行标签。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -66039,40 +66430,40 @@ msgid ""
"the same as adding a [code][b][/code] tag if not currently in a [code][i][/"
"code] tag."
msgstr ""
-"在标签堆中添加一个[code][font][/code]标签,字体为黑体。如果当前没有[code][i]"
-"[/code]标签,这与添加一个[code][b][/code]标签相同。"
+"在标签栈中添加一个 [code][font][/code] 标签,字体为黑体。如果当前没有 [code]"
+"[i][/code] 标签,这与添加一个 [code][b][/code] 标签相同。"
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
-msgstr "在标签堆中添加一个[code][font][/code]标签,字体为粗斜体。"
+msgstr "在标签栈中添加一个 [code][font][/code] 标签,字体为粗斜体。"
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]"
"[table][/code] tag. See [method push_table] for details."
msgstr ""
-"将一个[code][cell][/code]标签添加到标签堆中。必须在一个[code][table][/code]标"
-"签内。详情见[method push_table]。"
+"在标签栈中添加一个 [code][cell][/code] 标签。必须位于 [code][table][/code] 标"
+"签内。详见 [method push_table]。"
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][color][/code] tag to the tag stack."
-msgstr "将一个[code][color][/code]标签添加到标签堆。"
+msgstr "在标签栈中添加一个 [code][color][/code] 标签。"
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
"its duration."
msgstr ""
-"将一个[code][font][/code]标签添加到标签堆中。在其有效期内覆盖默认字体。"
+"在标签栈中添加一个 [code][font][/code] 标签。在其有效期内覆盖默认字体。"
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/"
"code] by current [member tab_size] to determine new margin length."
msgstr ""
-"将 [code][indent][/code] 标签添加到标签堆栈。将 [code]level[/code] 乘以当前 "
-"[member tab_size] 以确定新的边距长度。"
+"在标签栈中添加一个 [code][indent][/code] 标签。将 [code]level[/code] 乘以当"
+"前 [member tab_size] 以确定新的边距长度。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -66080,8 +66471,8 @@ msgid ""
"the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
"code] tag."
msgstr ""
-"在标签堆中添加一个[code][font][/code]标签,字体为斜体。如果当前没有[code][b]"
-"[/code]标签,这与添加[code][i][/code]标签相同。"
+"在标签栈中添加一个 [code][font][/code] 标签,字体为斜体。如果当前没有 [code]"
+"[b][/code] 标签,这与添加 [code][i][/code] 标签相同。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -66089,36 +66480,36 @@ msgid ""
"[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
"fully implemented!"
msgstr ""
-"在标签栈中添加一个[code][list][/code]标签。类似于BBCodes [code][ol][/code] "
-"或 [code][ul][/code] ,但支持更多的列表类型。未完全实现!"
+"在标签栈中添加一个 [code][list][/code] 标签。类似于 BBCode 的 [code][ol][/"
+"code] 或 [code][ul][/code] ,但支持更多的列表类型。未完全实现!"
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]"
"[url=something]{text}[/url][/code], but supports non-[String] metadata types."
msgstr ""
-"添加一个[code][meta][/code]标签到标签堆中。类似于BBCode [code][url=something]"
-"{text}[/url][/code],但支持非[String]元数据类型。"
+"在标签栈中添加一个 [code][meta][/code] 标签。类似于BBCode 的 [code]"
+"[url=something]{text}[/url][/code],但支持非 [String] 元数据类型。"
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
-msgstr "在标签堆中添加一个[code][font][/code]标签,该标签为等宽字体。"
+msgstr "在标签栈中添加一个 [code][font][/code] 标签,该标签为等宽字体。"
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
-msgstr "在标签堆中添加一个具有正常字体的[code][font][/code]标签。"
+msgstr "在标签栈中添加一个具有正常字体的 [code][font][/code] 标签。"
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][s][/code] tag to the tag stack."
-msgstr "将一个[code][s][/code]标签添加到标签堆中。"
+msgstr "在标签栈中添加一个 [code][s][/code] 标签。"
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][table=columns][/code] tag to the tag stack."
-msgstr "将一个[code][table=columns][/code]标签添加到标签栈。"
+msgstr "在标签栈中添加一个 [code][table=columns][/code] 标签。"
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][u][/code] tag to the tag stack."
-msgstr "将一个[code][u][/code]标签添加到标签堆中。"
+msgstr "在标签栈中添加一个 [code][u][/code] 标签。"
#: doc/classes/RichTextLabel.xml
msgid ""
@@ -66259,7 +66650,7 @@ msgid ""
"Does not parse BBCodes. Does not modify [member bbcode_text]."
msgstr ""
"标签的原始文本。\n"
-"设置后,清除标签堆栈并在其顶部添加一个原始文本标签。不解析 BBCode。不修改 "
+"设置后,清除标签栈并在其顶部添加一个原始文本标签。不解析 BBCode。不修改 "
"[member bbcode_text]。"
#: doc/classes/RichTextLabel.xml
@@ -66283,7 +66674,7 @@ msgid ""
msgstr ""
"当用户点击元标记之间的内容时触发。如果元是在文本中定义的,例如[code]"
"[url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为[String]类型。如果需"
-"要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签堆栈。"
+"要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签栈。"
#: doc/classes/RichTextLabel.xml
msgid "Triggers when the mouse exits a meta tag."
@@ -66892,8 +67283,8 @@ msgid ""
"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
"affected by forces, and can move, rotate, and be affected by user code."
msgstr ""
-"刚体模式。这是一个刚体的“自然”状态。它受到力的影响,可以移动、旋转,并受到用"
-"户代码的影响。"
+"刚体模式。这是刚体的“自然”状态。它受到力的影响,可以移动、旋转,并受到用户代"
+"码的影响。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -67003,7 +67394,7 @@ msgid ""
"collision (should there be one)."
msgstr ""
"如果在给定的向量中移动会导致碰撞,则返回 [code]true[/code]。[code]margin[/"
-"code]增加参与碰撞检测的形状的大小,[code]result[/code] 是一个 "
+"code] 增加参与碰撞检测的形状的大小,[code]result[/code] 是一个 "
"[Physics2DTestMotionResult] 类型的对象,它包含关于碰撞的额外信息(如果有的"
"话)。"
@@ -67555,18 +67946,24 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
"打开和关闭入口剔除系统。\n"
-"需要注意的是,当入口剔除处于活动状态时,它负责[b]所有[/b] 3d 剔除。某些编辑器"
-"功能可能更难使用,因此切换活动标志旨在确保您的 [Room] / [Portal] 布局在编辑器"
-"中工作。\n"
+"需要注意的是,当入口剔除处于活动状态时,它负责进行[b]所有[/b] 3d 剔除。活动状"
+"态下,可能无法使用编辑器中的部分可视化调试工具,因此活动标志的开关的目的只是"
+"确保您的 [Room] / [Portal] 布局在编辑器中能够正常工作。\n"
"当 [code]room graph[/code] 被卸载(空间尚未转换)时,切换到 [code]active[/"
-"code] 将不起作用。"
+"code] 将不起作用。\n"
+"[b]注意:[/b]出于效率的考虑,入口系统在设计时只考虑了核心可视对象类型。具体来"
+"说,就是只有继承自 [VisualInstance] 的节点才会在该系统启用时显示。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -67725,8 +68122,8 @@ msgid ""
msgstr ""
"在转换过程中,[Room] 内对象的几何形状,或自定义指定的手动绑定,用于生成 [b]凸"
"多边形绑定[/b]。\n"
-"这个凸多边形在可见性系统中是 [b]必需的[/b],并且用于许多目的。最重要的是,它"
-"用于决定[Camera](或物体)是否在[Room]内。凸多边形生成算法很好,但有时它会创"
+"这个凸多边形在可见性系统中是[b]必需的[/b],并且用于许多目的。最重要的是,它用"
+"于决定 [Camera](或物体)是否在 [Room] 内。凸多边形生成算法很好,但有时它会创"
"建太多(或太少)的平面,无法很好地表示空间体积。\n"
"[code]room_simplify[/code] 值可用于对该过程进行精细控制。它决定了如何相似平面"
"才能将它们视为相同(并删除重复项)。该值可以设置在 0(无简化)和 1(最大简"
@@ -67747,7 +68144,7 @@ msgstr ""
#: doc/classes/RoomManager.xml
msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
-msgstr "当在编辑器中使用入口工具时,显示 [Portal] 的边界。"
+msgstr "当在编辑器中使用入口小工具时,显示 [Portal] 的边界。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -68144,13 +68541,16 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
"将正在运行的场景改变为给定的 [PackedScene] 的新实例。\n"
"成功时返回 [constant OK],如果场景不能被实例化,则返回 [constant "
"ERR_CANT_CREATE]。\n"
-"[b]注意:[/b]场景改变有延迟,即新的场景节点是在下一个空闲帧中添加的。在 "
-"[method change_scene_to] 调用之后,你无法立即访问到它。"
+"[b]注意:[/b]场景改变有延迟,新的场景节点是在下一个空闲帧中添加的。在 "
+"[method change_scene_to] 调用之后,你无法立即访问到它。\n"
+"[b]注意:[/b]向该方法传入 [code]null[/code] 会卸载当前场景,不会加载新场景。"
#: doc/classes/SceneTree.xml
msgid ""
@@ -68331,18 +68731,26 @@ msgstr "当前场景。"
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
-"如果为 [code]true[/code],以调试为目的从编辑器运行游戏时,碰撞形状将是可见"
-"的。"
+"如果为 [code]true[/code],从编辑器中运行游戏时会显示碰撞形状,方便调试。\n"
+"[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member "
+"debug_collisions_hint] 的值不会有想要的效果。"
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
-"如果为 [code]true[/code],以调试为目的从编辑器运行游戏时,导航多边形将是可见"
-"的。"
+"如果为 [code]true[/code],从编辑器中运行游戏时会显示导航多边形,方便调试。\n"
+"[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member "
+"debug_navigation_hint] 的值不会有想要的效果。"
#: doc/classes/SceneTree.xml
msgid "The root of the edited scene."
@@ -68571,8 +68979,12 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr "对组进行调用时,立即执行(正常情况下是在空闲时调用的)。"
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
-msgstr "对组进行调用时,即便执行了多次调用也只调用一次。"
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
+msgstr ""
#: doc/classes/SceneTree.xml
msgid "No stretching."
@@ -68723,6 +69135,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -68735,7 +69159,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
"[SceneTreeTween] 是由场景树管理的补间动画。与 [Tween] 相对,不需要实例化节"
"点。\n"
@@ -68786,6 +69213,16 @@ msgstr ""
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"上面的示例中,该节点的所有子节点都会依次被移动到 (0, 0)。\n"
+"你应该避免在对象的同一个属性上使用多个 [SceneTreeTween]。如果对某个属性同时进"
+"行两个或者更多的补间动画,会优先使用最后创建的那个设置最终的值。如果你想要中"
+"断并重启动画,请考虑将该 [SceneTreeTween] 赋给变量:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # 终止之前的补间动画。\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"一些 [Tweener] 会用到过渡和缓动。前者接受 [enum Tween.TransitionType] 常量,"
"指的是如何处理该动画的时间(示例见 [url=https://easings.net/]easings.net[/"
"url])。第二个接受的是 [enum Tween.EaseType] 常量,控制 [code]trans_type[/"
@@ -68795,7 +69232,10 @@ msgstr ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]补间缓动与过渡类型速查表[/url]\n"
"[b]注意:[/b]所有 [SceneTreeTween] 都默认会自动启动。如果要阻止某个 "
-"[SceneTreeTween] 自动启动,你可以在创建后立即调用 [method stop]。"
+"[SceneTreeTween] 自动启动,你可以在创建后立即调用 [method stop]。\n"
+"[b]注意:[/b][SceneTreeTween] 的处理时机在当前帧的所有节点之后,即在 [method "
+"Node._process] 或 [method Node._physics_process] 之后(取决于 [enum Tween."
+"TweenProcessMode])。"
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -69930,8 +70370,14 @@ msgstr ""
"[code]color[/code]。确切的绘制方法是每个形状特有的,无法配置。"
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
-msgstr "形状的自定义求解器偏置。"
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
+msgstr ""
+"该形状的的自定义求解器偏差。定义了强制接触分离涉及到这个形状时,物体会做出多"
+"大的反应。\n"
+"设为 [code]0.0[/code] 时,会使用默认的 [code]0.3[/code]。"
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
@@ -70521,9 +70967,9 @@ msgid ""
"the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
"vertex will be attached to."
msgstr ""
-"设置表面顶点的固定状态。当设置为 [code]true[/code] 时,可选的"
-"[code]attachment_path[/code]可以定义一个空间[Spatial],被固定的顶点将连接到这"
-"个空间。"
+"设置表面顶点的固定状态。当设置为 [code]true[/code] 时,可选的 "
+"[code]attachment_path[/code] 可以定义一个 [Spatial],被固定的顶点将连接到这个"
+"节点。"
#: doc/classes/SoftBody.xml
msgid ""
@@ -70688,24 +71134,35 @@ msgstr ""
msgid ""
"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
"local transformation scale."
-msgstr "返回该节点是否使用[code](1, 1, 1)[/code]的比例或其本地转换比例。"
+msgstr "返回该节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。"
#: doc/classes/Spatial.xml
msgid ""
"Returns whether this node is set as Toplevel, that is whether it ignores its "
"parent nodes transformations."
-msgstr "返回该节点是否被设置为Toplevel,也就是是否忽略其父节点的变换。"
+msgstr "返回该节点是否被设置为顶层(Toplevel),即是否忽略其父节点的变换。"
#: doc/classes/Spatial.xml
msgid ""
"Returns whether the node notifies about its global and local transformation "
"changes. [Spatial] will not propagate this by default."
msgstr ""
-"返回节点是否通知其全局和局部的变换变化。默认情况下,[Spatial]不会对此进行传"
+"返回节点是否通知其全局和局部的变换变化。默认情况下 [Spatial] 不会对此进行传"
"播。"
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
+"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
+"被隐藏,则该节点在场景树中将不可见。"
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -70733,8 +71190,8 @@ msgid ""
"itself to point toward the [code]target[/code] as per [method look_at]. "
"Operations take place in global space."
msgstr ""
-"将节点移动到指定的[code]position[/code],然后按照[method look_at]的要求旋转自"
-"己以指向[code]target[/code]。操作是在全局空间进行的。"
+"将节点移动到指定的 [code]position[/code],然后按照 [method look_at] 的要求旋"
+"转自己以指向 [code]target[/code]。操作是在全局空间进行的。"
#: doc/classes/Spatial.xml
msgid ""
@@ -70756,7 +71213,7 @@ msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians. The rotation axis is in object-local coordinate system."
msgstr ""
-"围绕轴(单位 [Vector3])旋转本地变换,指定角度(弧度)。旋转轴是在物体的本地"
+"围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。旋转轴是在物体的本地"
"坐标系中。"
#: doc/classes/Spatial.xml
@@ -70818,7 +71275,7 @@ msgid ""
"editor context and it has a valid gizmo."
msgstr ""
"设置节点是否通知其全局和局部变换的变化。[Spatial] 默认情况下不会传播,除非是"
-"在编辑器上下文中,并且它有一个有效的控制器。"
+"在编辑器上下文中,并且它有一个有效的小工具。"
#: doc/classes/Spatial.xml
msgid ""
@@ -70923,12 +71380,15 @@ msgid ""
msgstr "旋转部分局部变换为度,按 YXZ-Euler 角格式指定(X 角、Y 角、Z 角)。"
#: doc/classes/Spatial.xml
+#, fuzzy
msgid ""
"Scale part of the local transformation.\n"
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
"局部变换的缩放部分。\n"
"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变"
@@ -70977,39 +71437,41 @@ msgid ""
"need to ask for it, with [method set_notify_transform]. The notification is "
"also sent if the node is in the editor context and it has a valid gizmo."
msgstr ""
-"当空间节点的全局变换发生变化时,空间节点会收到这个通知。这意味着当前节点或父"
-"节点改变了它的变换。\n"
-"为了使[constant NOTIFICATION_TRANSFORM_CHANGED]生效,用户首先需要用[method "
-"set_notify_transform]发送请求。如果节点是在编辑器的上下文中,并且它有一个有效"
-"的gizmo,那么该通知也会被发送。"
+"当 Spatial 节点的全局变换发生变化时会收到这个通知。这意味着当前节点或父节点改"
+"变了它的变换。\n"
+"为了使 [constant NOTIFICATION_TRANSFORM_CHANGED] 生效,用户首先需要用 "
+"[method set_notify_transform] 发送请求。如果节点是在编辑器的上下文中,并且它"
+"有一个有效的小工具,那么该通知也会被发送。"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification when they are registered to new "
"[World] resource."
-msgstr "空间节点在注册到新的 [World] 资源时会收到此通知。"
+msgstr "Spatial 节点在注册到新的 [World] 资源时会收到此通知。"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification when they are unregistered from "
"current [World] resource."
-msgstr "当空间节点从当前的 [World] 资源中取消注册时,它们会收到此通知。"
+msgstr "当 Spatial 节点从当前的 [World] 资源中取消注册时,它们会收到此通知。"
#: doc/classes/Spatial.xml
msgid "Spatial nodes receives this notification when their visibility changes."
-msgstr "空间节点在其可见性发生变化时会收到此通知。"
+msgstr "Spatial 节点在其可见性发生变化时会收到此通知。"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification if the portal system gameplay "
"monitor detects they have entered the gameplay area."
-msgstr "如果入口系统游戏监视器检测到它们已进入游戏区域,空间节点会收到此通知。"
+msgstr ""
+"如果入口系统游戏监视器检测到它们已进入游戏区域,Spatial 节点会收到此通知。"
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification if the portal system gameplay "
"monitor detects they have exited the gameplay area."
-msgstr "如果入口系统游戏监视器检测到它们已退出游戏区域,空间节点会收到此通知。"
+msgstr ""
+"如果入口系统游戏监视器检测到它们已退出游戏区域,Spatial 节点会收到此通知。"
#: doc/classes/SpatialMaterial.xml
msgid "Default 3D rendering material."
@@ -71033,8 +71495,7 @@ msgid ""
"Returns [code]true[/code], if the specified flag is enabled. See [enum "
"Flags] enumerator for options."
msgstr ""
-"如果指定的标志被启用,返回 [code]true[/code]。参阅 [enum Flags] 枚举器的选"
-"项。"
+"如果指定的标志被启用,返回 [code]true[/code]。选项见 [enum Flags] 枚举值。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71063,8 +71524,8 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。"
"使用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启"
-"用或禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。有"
-"关选项,请参阅 [enum Flags] 枚举器。"
+"用或禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。选"
+"项见 [enum Flags] 枚举值。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71103,7 +71564,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并"
"将其与切线空间对其。可用于拉丝铝材和毛发反射。\n"
@@ -71111,7 +71574,8 @@ msgstr ""
"效果就会看上去有问题。\n"
"[b]注意:[/b]材质的各向异性不应与纹理的各向异性过滤相混淆。纹理各向异性过滤的"
"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选[b]各向异性[/b]"
-"复选框,然后点击[b]重新导入[/b]。"
+"复选框,然后点击[b]重新导入[/b]。各向异性过滤级别可以通过 [member "
+"ProjectSettings.rendering/quality/filters/anisotropic_filter_level] 调整。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71391,7 +71855,7 @@ msgstr "指定要使用的淡入淡出类型。可以是任何一个 [enum Dista
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's color. See [member emission_enabled]."
-msgstr "发出的光的颜色。参阅 [member emission_enabled]。"
+msgstr "发出的光的颜色。见 [member emission_enabled]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71428,7 +71892,7 @@ msgstr "纹理,指定某点的表面发光的程度。"
msgid ""
"Forces a conversion of the [member albedo_texture] from sRGB space to linear "
"space."
-msgstr "强制将 [member albedo_texture] 从sRGB空间转换为线性空间。"
+msgstr "强制将 [member albedo_texture] 从 sRGB 空间转换为线性空间。"
#: doc/classes/SpatialMaterial.xml
msgid "Enables signed distance field rendering shader."
@@ -71464,7 +71928,7 @@ msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
-"如果为 [code]true[/code],则启用物体的透明度。参阅 [member "
+"如果为 [code]true[/code],则启用物体的透明度。另请参阅 [member "
"params_blend_mode]。"
#: doc/classes/SpatialMaterial.xml
@@ -71565,7 +72029,7 @@ msgstr ""
msgid ""
"Texture used to specify metallic for an object. This is multiplied by "
"[member metallic]."
-msgstr "用于指定对象的金属质感。此值乘 [member metallic]。"
+msgstr "用于指定对象的金属质感。这个值会与 [member metallic] 相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71634,9 +72098,9 @@ msgid ""
"head instead of on the table. See [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
-"控制对象如何面向摄像机。参阅[enum BillboardMode]。\n"
-"[b]注意:[/b]广告牌模式不适合VR,因为当屏幕贴在你的头部而不是在桌子上时,摄像"
-"机的左右向量不是水平的。参阅[url=https://github.com/godotengine/godot/"
+"控制对象如何面向摄像机。见 [enum BillboardMode]。\n"
+"[b]注意:[/b]广告牌模式不适合 VR,因为当屏幕贴在你的头部而不是在桌子上时,摄"
+"像机的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url]。"
#: doc/classes/SpatialMaterial.xml
@@ -71646,7 +72110,7 @@ msgid ""
"transparent pipeline. See [enum BlendMode]."
msgstr ""
"材质的混合模式。\n"
-"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum "
+"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。见 [enum "
"BlendMode]。"
#: doc/classes/SpatialMaterial.xml
@@ -71673,7 +72137,7 @@ msgid ""
"If [code]true[/code], enables the vertex grow setting. See [member "
"params_grow_amount]."
msgstr ""
-"如果为 [code]true[/code],启用顶点生长设置。参见[member params_grow_amount]。"
+"如果为 [code]true[/code],启用顶点生长设置。见 [member params_grow_amount]。"
#: doc/classes/SpatialMaterial.xml
msgid "Grows object vertices in the direction of their normals."
@@ -71685,19 +72149,19 @@ msgstr "目前在 Godot 中未实现。"
#: doc/classes/SpatialMaterial.xml
msgid "The point size in pixels. See [member flags_use_point_size]."
-msgstr "点的大小,以像素为单位。参见[member flags_use_point_size]。"
+msgstr "点的大小,以像素为单位。见 [member flags_use_point_size]。"
#: doc/classes/SpatialMaterial.xml
msgid "The method for rendering the specular blob. See [enum SpecularMode]."
-msgstr "镜面反射斑点的渲染方法。请参阅 [enum SpecularMode]。"
+msgstr "镜面反射斑点的渲染方法。见 [enum SpecularMode]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will discard all pixels that have an alpha "
"value less than [member params_alpha_scissor_threshold]."
msgstr ""
-"如果为 [code]true[/code],着色器将丢弃所有alpha值小于[member "
-"params_alpha_scissor_threshold]的像素。"
+"如果为 [code]true[/code],着色器将丢弃所有 Alpha 值小于 [member "
+"params_alpha_scissor_threshold] 的像素。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71705,7 +72169,7 @@ msgid ""
"when using [constant BILLBOARD_PARTICLES]. See [member "
"params_billboard_mode]."
msgstr ""
-"粒子精灵表中的水平帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。参阅"
+"粒子精灵表中的水平帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 "
"[member params_billboard_mode]。"
#: doc/classes/SpatialMaterial.xml
@@ -71714,7 +72178,7 @@ msgid ""
"using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
msgstr ""
"如果为 [code]true[/code],循环粒子动画。仅在使用 [constant "
-"BILLBOARD_PARTICLES] 时启用。参阅[member params_billboard_mode]。"
+"BILLBOARD_PARTICLES] 时启用。见 [member params_billboard_mode]。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71722,7 +72186,7 @@ msgid ""
"when using [constant BILLBOARD_PARTICLES]. See [member "
"params_billboard_mode]."
msgstr ""
-"粒子精灵表中的垂直帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。参阅"
+"粒子精灵表中的垂直帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 "
"[member params_billboard_mode]。"
#: doc/classes/SpatialMaterial.xml
@@ -71760,7 +72224,7 @@ msgstr "折射效果的强度。较高的值会使折射的表现更加扭曲。
msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied "
"by [member refraction_scale]."
-msgstr "控制每个像素折射强度的纹理。乘以[member refraction_scale]。"
+msgstr "控制每个像素折射强度的纹理。会与 [member refraction_scale] 相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71770,9 +72234,9 @@ msgid ""
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
-"指定存储折射信息的[member refraction_texture]的通道。当你在纹理中存储多种效果"
-"的信息时,这很有用。例如,如果你在红色通道中存储金属效果,在蓝色通道中存储粗"
-"糙度,在绿色通道中存储环境遮挡,就可以减少使用纹理的数量。"
+"指定存储折射信息的 [member refraction_texture] 的通道。当你在纹理中存储多种效"
+"果的信息时,这很有用。例如,如果你在红色通道中存储金属效果,在蓝色通道中存储"
+"粗糙度,在绿色通道中存储环境遮挡,就可以减少使用纹理的数量。"
#: doc/classes/SpatialMaterial.xml
msgid "Sets the strength of the rim lighting effect."
@@ -71794,7 +72258,7 @@ msgstr ""
msgid ""
"Texture used to set the strength of the rim lighting effect per-pixel. "
"Multiplied by [member rim]."
-msgstr "纹理用于设置每个像素的边缘光照效果的强度。乘以 [member rim]。"
+msgstr "纹理用于设置每个像素的边缘光照效果的强度。会与 [member rim] 相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71818,7 +72282,7 @@ msgstr ""
msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
-msgstr "用于控制每个像素粗糙度的纹理。乘以 [member roughness]。"
+msgstr "用于控制每个像素粗糙度的纹理。会与 [member roughness] 相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71837,8 +72301,8 @@ msgid ""
"Texture used to control the subsurface scattering strength. Stored in the "
"red texture channel. Multiplied by [member subsurf_scatter_strength]."
msgstr ""
-"用于控制次表面散射强度的纹理。存储在红色纹理通道中。乘以 [member "
-"subsurf_scatter_strength]。"
+"用于控制次表面散射强度的纹理。存储在红色纹理通道中。会与 [member "
+"subsurf_scatter_strength] 相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71854,7 +72318,7 @@ msgstr "如果为 [code]true[/code],则启用传输效果。"
msgid ""
"Texture used to control the transmission effect per-pixel. Added to [member "
"transmission]."
-msgstr "纹理用于控制每个像素的传输效果。添加到 [member transmission]。"
+msgstr "纹理用于控制每个像素的传输效果。会与 [member transmission] 相加。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71862,7 +72326,7 @@ msgid ""
"added to [code]UV[/code] in the vertex function. This can be used to offset "
"a texture."
msgstr ""
-"[code]UV[/code]坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV[/code] "
+"[code]UV[/code] 坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV[/code] "
"中。这可以用来偏移纹理。"
#: doc/classes/SpatialMaterial.xml
@@ -71870,7 +72334,7 @@ msgid ""
"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
"[code]UV[/code] in the vertex function."
msgstr ""
-"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的 [code]UV[/code]。"
+"[code]UV[/code] 坐标的缩放量。这个值会与顶点函数中的 [code]UV[/code] 相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71912,7 +72376,7 @@ msgid ""
"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
"[code]UV2[/code] in the vertex function."
msgstr ""
-"缩放 [code]UV[/code] 坐标的多少。这个值乘以顶点函数中的 [code]UV[/code]。"
+"[code]UV2[/code] 坐标的缩放量。这个值会与顶点函数中的 [code]UV2[/code] 相乘。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -71979,7 +72443,7 @@ msgstr "指定每个像素流图方向的纹理,用于 [member anisotropy]。"
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel ambient occlusion value."
-msgstr "指定每个像素环境遮挡值的纹理。"
+msgstr "指定每个像素环境光遮蔽的纹理。"
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel depth."
@@ -71987,7 +72451,7 @@ msgstr "指定每个像素深度的纹理。"
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel subsurface scattering."
-msgstr "指定每个像素的亚表面散射的纹理。"
+msgstr "指定每个像素的次表面散射的纹理。"
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel transmission color."
@@ -72097,7 +72561,7 @@ msgstr "不透明和透明的对象都要计算深度绘制。"
#: doc/classes/SpatialMaterial.xml
msgid "No depth draw."
-msgstr "没有深度的绘制。"
+msgstr "不进行深度绘制。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -72107,7 +72571,7 @@ msgstr "对于透明对象,首先对不透明部分进行不透明传递,然
#: doc/classes/SpatialMaterial.xml
msgid "Default cull mode. The back of the object is culled when not visible."
-msgstr "默认的裁剪模式。当不可见时,对象的背面会被剔除。"
+msgstr "默认的剔除模式。对象的背面会在不可见时被剔除。"
#: doc/classes/SpatialMaterial.xml
msgid "The front of the object is culled when not visible."
@@ -72259,11 +72723,11 @@ msgstr "广告牌模式被禁用。"
#: doc/classes/SpatialMaterial.xml
msgid "The object's Z axis will always face the camera."
-msgstr "对象的Z轴将始终面向相机。"
+msgstr "对象的 Z 轴将始终面向相机。"
#: doc/classes/SpatialMaterial.xml
msgid "The object's X axis will always face the camera."
-msgstr "对象的X轴将始终面向相机。"
+msgstr "对象的 X 轴将始终面向相机。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -72319,7 +72783,7 @@ msgid ""
"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
msgstr ""
"根据每个像素与相机的距离,使用抖动方法平滑地淡化对象。抖动会根据设定的模式丢"
-"弃像素,在不启用透明的情况下平滑淡化。在某些硬件上,这比 [constant "
+"弃像素,在不启用透明的情况下平滑淡化。在某些硬件上比 [constant "
"DISTANCE_FADE_PIXEL_ALPHA] 更快。"
#: doc/classes/SpatialMaterial.xml
@@ -72330,8 +72794,8 @@ msgid ""
"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
msgstr ""
"根据对象与相机的距离,使用抖动的方法平滑地淡化对象。抖动根据设定的模式丢弃像"
-"素,在不启用透明度的情况下平滑淡化。在某些硬件上,这可能比[constant "
-"DISTANCE_FADE_PIXEL_ALPHA]更快。"
+"素,在不启用透明度的情况下平滑淡化。在某些硬件上可能比 [constant "
+"DISTANCE_FADE_PIXEL_ALPHA] 更快。"
#: doc/classes/SpatialMaterial.xml
msgid ""
@@ -72569,8 +73033,11 @@ msgstr ""
"max_lights_per_object],以着色器编译时间为代价。"
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
-msgstr "聚光灯的角度,单位是度。"
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
@@ -72581,11 +73048,14 @@ msgid "The spotlight's light energy attenuation curve."
msgstr "聚光灯的光量衰减曲线。"
#: doc/classes/SpotLight.xml
+#, fuzzy
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
"聚光灯可以达到的最大范围。请注意,根据使用的 [member spot_attenuation],有效"
"照明区域可能看起来更小。无论使用[member spot_attenuation],光都不会到达此范围"
@@ -72828,10 +73298,10 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
-"要绘制的 [Texture] 对象。如果 [member GeometryInstance.material_override] 被"
-"使用,这将被覆盖。"
+"要绘制的 [Texture] 对象。如果使用了 [member GeometryInstance."
+"material_override],这将被覆盖。仍会使用其大小信息。"
#: doc/classes/SpriteBase3D.xml
msgid "2D sprite node in 3D environment."
@@ -72919,8 +73389,8 @@ msgid ""
"sorted from back to front (subject to priority)."
msgstr ""
"设置该精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
-"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant "
-"ALPHA_CUT_DISABLED](默认值)时适用。\n"
+"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
+"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
@@ -73703,7 +74173,7 @@ msgstr ""
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
-msgstr "返回一个使用C语言标准转义的特殊字符的字符串的副本。"
+msgstr "返回一个使用 C 语言标准转义的特殊字符的字符串的副本。"
#: doc/classes/String.xml
msgid ""
@@ -74426,6 +74896,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -74441,6 +74914,8 @@ msgstr ""
"从右侧开始,通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数"
"组。\n"
"返回数组中的拆分按与原始字符串相同的顺序从左到右排序。\n"
+"如果 [code]allow_empty[/code] 为 [code]true[/code],并且该字符串中存在两个连"
+"续的分隔符,就会将一个空字符串加入到子字符串数组的这个位置中。\n"
"如果指定了 [code]maxsplit[/code],它定义了从右边到 [code]maxsplit[/code] 的分"
"割数。默认值 0 表示所有项目都被拆分,因此给出与 [method split] 相同的结果。\n"
"例子:\n"
@@ -74513,6 +74988,9 @@ msgstr "返回简化的规范路径。"
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -74531,6 +75009,8 @@ msgid ""
msgstr ""
"通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数组。"
"[code]delimiter[/code] 可以是任意长度。\n"
+"如果 [code]allow_empty[/code] 为 [code]true[/code],并且该字符串中存在两个连"
+"续的分隔符,就会将一个空字符串加入到子字符串数组的这个位置中。\n"
"如果指定了 [code]maxsplit[/code],它定义了从左边到 [code]maxsplit[/code] 的分"
"割次数。默认值 [code]0[/code] 表示所有项目都被拆分。\n"
"如果你只需要该数组中的某个元素,[method get_slice] 是一个效率更高的选项。\n"
@@ -74549,11 +75029,16 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
"使用分隔符字符串将字符串拆分为浮点数,并返回子字符串数组。\n"
"例如,如果被 [code]\",\"[/code] 分割,[code]\"1,2.5,3\"[/code] 将返回 [code]"
-"[1,2.5,3][/code] 。"
+"[1,2.5,3][/code] 。\n"
+"如果 [code]allow_empty[/code] 为 [code]true[/code],并且该字符串中存在两个连"
+"续的分隔符,就会将一个空字符串加入到子字符串数组的这个位置中。"
#: doc/classes/String.xml
msgid ""
@@ -75970,6 +76455,10 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr "如果启用鼠标右键选择,则返回 [code]true[/code]。"
#: doc/classes/Tabs.xml
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "返回索引 [code]tab_idx[/code] 处的选项卡的按钮图标。"
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr "返回向左偏移的隐藏选项卡的数量。"
@@ -75999,6 +76488,10 @@ msgid ""
msgstr "如果为 [code]true[/code],启用鼠标右键选择选项卡。"
#: doc/classes/Tabs.xml
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置按钮图标。"
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置 [code]icon[/code]。"
@@ -76012,8 +76505,8 @@ msgid ""
"dragging tabs between [Tabs]. Enable drag with [member "
"drag_to_rearrange_enabled]."
msgstr ""
-"定义重新排列组的ID。为每个[Tabs]选择相同的值,以便在[Tabs]之间拖动标签。用"
-"[member drag_to_rearrange_enabled]启用拖动。"
+"定义重新排列组的 ID。为每个 [Tabs] 选择相同的值,以便在 [Tabs] 之间拖动标签。"
+"用 [member drag_to_rearrange_enabled] 启用拖动。"
#: doc/classes/Tabs.xml
msgid "Select tab at index [code]tab_idx[/code]."
@@ -76042,12 +76535,13 @@ msgid ""
"Emitted when the active tab is rearranged via mouse drag. See [member "
"drag_to_rearrange_enabled]."
msgstr ""
-"通过鼠标拖动重新排列活动选项卡时发出。参阅 [member "
-"drag_to_rearrange_enabled]。"
+"通过鼠标拖动重新排列活动选项卡时发出。见 [member drag_to_rearrange_enabled]。"
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
-msgstr "当选项卡被右键单击时发出。"
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
+msgstr "选项卡的右侧按钮被按下时发出。见 [method set_tab_button_icon]。"
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
@@ -76473,13 +76967,13 @@ msgid ""
" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
"[/codeblock]"
msgstr ""
-"在文本内部进行搜索。搜索标志可以在[enum SearchFlags]枚举中指定。\n"
-"如果没有找到结果,返回一个空的[code]PoolIntArray[/code]。否则,可以通过[enum "
-"SearchResult]枚举中指定的索引访问结果行和列,例如。\n"
+"在文本内部进行搜索。搜索标志可以用 [enum SearchFlags] 枚举指定。\n"
+"如果没有找到结果,返回一个空的 [code]PoolIntArray[/code]。否则,可以通过 "
+"[enum SearchResult] 枚举中指定的索引访问结果行和列,例如:\n"
"[codeblock]\n"
"var result = search(key, flags, line, column)\n"
"if result.size() > 0:\n"
-" # 找到的结果。\n"
+" # 找到结果。\n"
" var res_line = result[TextEdit.SEARCH_RESULT_LINE)\n"
" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
"[/codeblock]"
@@ -76510,8 +77004,8 @@ msgid ""
"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
-"如果 [code]bookmark[/code] 为 [code]true[/code],则为行 [code]line[/code] "
-"设置书签。如果 [code]bookmark[/code] 为 [code]false[/code],则删除该书签。\n"
+"如果 [code]bookmark[/code] 为 [code]true[/code],则为行 [code]line[/code] 设"
+"置书签。如果 [code]bookmark[/code] 为 [code]false[/code],则删除该书签。\n"
"书签显示在 [member breakpoint_gutter] 中。"
#: doc/classes/TextEdit.xml
@@ -76944,7 +77438,7 @@ msgid ""
"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
"be accessed and manipulated directly."
msgstr ""
-"返回一个 [Image],它是此 [Texture] 中数据的副本。[Image] 图像可以直接访问和操"
+"返回一个 [Image],它是这个 [Texture] 中数据的副本。[Image] 可以直接访问和操"
"作。"
#: doc/classes/Texture.xml
@@ -77290,7 +77784,7 @@ msgstr "返回纹理的高度。高度通常由Y轴表示。"
#: doc/classes/TextureLayered.xml
msgid ""
"Returns an [Image] resource with the data from specified [code]layer[/code]."
-msgstr "返回一个带有指定[code]layer[/code]层数据的[Image]图像资源。"
+msgstr "返回一个带有指定 [code]layer[/code] 层数据的 [Image] 图像资源。"
#: doc/classes/TextureLayered.xml
msgid ""
@@ -77640,47 +78134,48 @@ msgstr "清除主题上的所有值。"
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 [Color]"
+"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的 [Color]"
"颜色。"
#: doc/classes/Theme.xml
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的常量。"
+"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的常量。"
#: doc/classes/Theme.xml
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 [Font]字"
-"体。"
+"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的 [Font]"
+"字体。"
#: doc/classes/Theme.xml
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
msgstr ""
-"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的图标。"
+"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的图标。"
#: doc/classes/Theme.xml
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 "
+"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的 "
"[StyleBox]样式盒。"
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
+"theme has [code]theme_type[/code]."
msgstr ""
-"如果主题具有 [code]node_type[/code],则清除 [code]name[/code] 处的 "
+"如果主题具有 [code]theme_type[/code],则清除 [code]name[/code] 处的 "
"[code]data_type[/code] 主题项。"
#: doc/classes/Theme.xml
@@ -77701,17 +78196,19 @@ msgstr "将主题的取值设置为指定主题的副本。"
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的[Color]。"
+msgstr ""
+"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的 [Color]。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
-"如果主题有[code]node_type[/code],将所有的[Color]作为[PoolStringArray]返回,"
-"并填充每个[Color]的名称,用于[method get_color]使用。"
+"如果主题有 [code]theme_type[/code],将所有的 [Color] 作为 [PoolStringArray] "
+"返回,并填充每个 [Color] 的名称,用于 [method get_color] 使用。"
#: doc/classes/Theme.xml
msgid ""
@@ -77723,17 +78220,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr "如果主题有 [code]node_type[/code],返回 [code]name[/code] 处的常量。"
+msgstr "如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的常量。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr ""
-"如果主题有 [code]node_type[/code],将所有常量作为 [PoolStringArray] 返回,并"
+"如果主题有 [code]theme_type[/code],将所有常量作为 [PoolStringArray] 返回,并"
"填充每个常量的名称,以供 [method get_constant] 使用。"
#: doc/classes/Theme.xml
@@ -77747,20 +78244,20 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
-"如果主题有 [code]node_type[/code],则返回名为 [code]name[/code] 的 [Font]。如"
-"果不存在这样的项目,而该主题设置了 [member default_font],则会返回该默认字"
+"如果主题有 [code]theme_type[/code],则返回名为 [code]name[/code] 的 [Font]。"
+"如果不存在这样的项目,而该主题设置了 [member default_font],则会返回该默认字"
"体。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr ""
-"如果主题有 [code]node_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返"
+"如果主题有 [code]theme_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返"
"回,并填入每个 [Font] 的名称,以供 [method get_font] 使用。"
#: doc/classes/Theme.xml
@@ -77774,17 +78271,18 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
+"[code]theme_type[/code]."
msgstr ""
-"如果主题有[code]node_type[/code],返回 [code]name[/code]处的图标[Texture]。"
+"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的图标 "
+"[Texture]。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr ""
-"如果主题有[code]node_type[/code],则返回所有的图标为一个[PoolStringArray],并"
-"填入每个[Texture]的名称,以供[method get_icon]使用。"
+"如果主题有 [code]theme_type[/code],则返回所有的图标为一个 "
+"[PoolStringArray],并填入每个 [Texture] 的名称,以供 [method get_icon] 使用。"
#: doc/classes/Theme.xml
msgid ""
@@ -77797,24 +78295,28 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
-"如果主题有[code]node_type[/code],返回 [code]name[/code]处的[StyleBox]。\n"
-"可以使用[method get_stylebox_list]找到有效的[code]name[/code]。可以通过"
-"[method get_stylebox_types]来找到有效的[code]node_type[/code]。"
+"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的 "
+"[StyleBox]。\n"
+"可以使用 [method get_stylebox_list] 找到有效的 [code]name[/code]。可以通过 "
+"[method get_stylebox_types] 来找到有效的 [code]theme_type[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
-"如果主题有[code]node_type[/code],则返回所有[StyleBox]的[PoolStringArray],并"
-"填入每个[StyleBox]的名称,以供[method get_stylebox]使用。\n"
-"可以使用[method get_stylebox_types]找到有效的[code]node_type[/code]。"
+"如果主题有 [code]theme_type[/code],则返回所有 [StyleBox] 的 "
+"[PoolStringArray],并填入每个 [StyleBox] 的名称,以供 [method get_stylebox] "
+"使用。\n"
+"可以使用 [method get_stylebox_types] 找到有效的 [code]theme_type[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -77828,30 +78330,30 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
-"如果主题有 [code]node_type[/code],则以 [code]name[/code] 返回 "
+"如果主题有 [code]theme_type[/code],则以 [code]name[/code] 返回 "
"[code]data_type[/code] 的主题项目。\n"
"使用 [method get_theme_item_list] 或数据类型特定方法,可能会找到有效的 "
"[code]name[/code]。可以使用 [method get_theme_item_types] 或数据类型特定方"
-"法,找到有效的 [code]node_type[/code]。"
+"法,找到有效的 [code]theme_type[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
-"返回所有[code]data_type[/code]的主题项目,以[PoolStringArray]的形式填入每个主"
-"题项目的名称,如果主题有[code]node_type[/code],可以在[method get_theme_item]"
-"或特定数据类型方法中使用。\n"
-"可以通过[method get_theme_item_types]或特定数据类型的方法找到有效的"
-"[code]node_type[/code]。"
+"返回所有 [code]data_type[/code] 的主题项目,以 [PoolStringArray] 的形式填入每"
+"个主题项目的名称,如果主题有 [code]theme_type[/code],可以在 [method "
+"get_theme_item] 或特定数据类型方法中使用。\n"
+"可以通过 [method get_theme_item_types] 或特定数据类型的方法找到有效的 "
+"[code]theme_type[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -77867,12 +78369,12 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
-"将所有的主题类型作为一个[PoolStringArray]返回,其中填入了唯一的类型名称,以供"
-"这个主题的其他[code]get_*[/code]函数使用。\n"
-"[b]注意:[/b][code]node_type[/code]没有生效,在未来的版本中会被删除。"
+"将所有的主题类型作为一个 [PoolStringArray] 返回,其中填入了唯一的类型名称,以"
+"供这个主题的其他 [code]get_*[/code] 函数使用。\n"
+"[b]注意:[/b][code]theme_type[/code] 没有生效,在未来的版本中会被删除。"
#: doc/classes/Theme.xml
msgid ""
@@ -77890,22 +78392,24 @@ msgstr "返回给定的基础类型 [code]base_type[/code] 的所有类型变种
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回 "
+"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 [Color],则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果主题没有 [code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回 "
+"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的常量,则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -77917,42 +78421,46 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回 "
+"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 [Font],则返回 "
"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回 "
-"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的图标 [Texture],"
+"则返回 [code]true[/code]。\n"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回 "
-"[code]true[/code]。\n"
-"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。"
+"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 [StyleBox],则返"
+"回 [code]true[/code]。\n"
+"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
-"如果一个 [code]data_type[/code] 的主题项目与 [code]name[/code] 在 "
-"[code]node_type[/code] 中,则返回 [code]true[/code]。\n"
-"如果该主题没有 [code]node_type[/code],则返回 [code]false[/code]。"
+"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 "
+"[code]data_type[/code] 类型的主题项目,则返回 [code]true[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],则返回 [code]false[/code]。"
#: doc/classes/Theme.xml
msgid ""
@@ -77986,120 +78494,121 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Color] 重命"
-"名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法将失败。"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的 [Color] 重"
+"命名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法将失败。"
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的常量重命名为 "
-"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的常量重命名"
+"为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Font] 重命"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的 [Font] 重命"
"名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的图标重命名为 "
-"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
+"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的图标重命名"
+"为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。"
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
-"如果主题有 [code]node_type[/code],则将 [StyleBox] 在 [code]old_name[/code] "
+"如果主题有 [code]theme_type[/code],则将 [StyleBox] 在 [code]old_name[/code] "
"重命名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,此方法会失败。"
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
-"如果主题具有 [code]node_type[/code],则将 [code]old_name[/code] 处的 "
+"如果主题具有 [code]theme_type[/code],则将 [code]old_name[/code] 处的 "
"[code]data_type[/code] 的主题项重命名为 [code]name[/code]。如果 [code]name[/"
"code] 已经被占用,则此方法失败。"
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处,设置主题的[Color]为"
-"[code]color[/code]。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 [Color] 设置"
+"为 [code]color[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处,将主题的常量设置为"
+"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的常量设置为 "
"[code]constant[/code]。\n"
-"如果主题没有,则创建[code]node_type[/code]。"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处将主题的 [Font] 设置为"
-"[code]font[/code]。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 [Font] 设置"
+"为 [code]font[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"在 [code]node_type[/code] 中的 [code]name[/code] 处设置主题的图标[Texture]为"
-"[code]texture[/code]。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的图标 "
+"[Texture] 设置为 [code]texture[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"将主题的[StyleBox]设置为[code]stylebox[/code],在[code]node_type[/code]的"
-"[code]name[/code]处。\n"
-"如果主题没有[code]node_type[/code],则创建该节点。"
+"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 [StyleBox] "
+"设置为 [code]stylebox[/code]。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
-"将[code]data_type[/code]的主题项目设置为[code]value[/code],在"
-"[code]node_type[/code]中的[code]name[/code]。\n"
-"如果[code]value[/code]类型与[code]data_type[/code]不匹配,则不做任何处理。\n"
-"如果主题没有[code]node_type[/code],则创建该类型。"
+"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 "
+"[code]data_type[/code] 类型的主题项目设置为 [code]value[/code]。\n"
+"如果 [code]value[/code]类型与 [code]data_type[/code]不匹配,则不做任何处"
+"理。\n"
+"如果该主题没有 [code]theme_type[/code],会创建该主题类型。"
#: doc/classes/Theme.xml
msgid ""
@@ -78335,14 +78844,14 @@ msgid ""
"Returns a [Vector2] array with the positions of all cells containing a tile "
"from the tileset (i.e. a tile index different from [code]-1[/code])."
msgstr ""
-"返回一个[Vector2]数组,其中包含图块集中所有单元格的位置(图块索引非[code]-1[/"
-"code])。"
+"返回一个 [Vector2] 数组,其中包含图块集中所有单元格的位置(图块索引非 "
+"[code]-1[/code])。"
#: doc/classes/TileMap.xml
msgid ""
"Returns an array of all cells with the given tile index specified in "
"[code]id[/code]."
-msgstr "返回所有具有[code]id[/code]中指定的图块索引的单元格的数组。"
+msgstr "返回所有具有 [code]id[/code] 中指定的图块索引的单元格的数组。"
#: doc/classes/TileMap.xml
msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
@@ -78374,7 +78883,7 @@ msgid ""
"Optionally, the tilemap's half offset can be ignored."
msgstr ""
"返回与指定的图块地图(基于网格)坐标相对应的单元格左上角的局部坐标。\n"
-"要获得全局坐标,请使用[method Node2D.to_global]。\n"
+"要获得全局位置,请使用 [method Node2D.to_global]:\n"
"[codeblock]\n"
"var local_position = my_tilemap.map_to_world(map_position)\n"
"var global_position = my_tilemap.to_global(local_position)\n"
@@ -78438,17 +78947,18 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "Sets the given collision layer bit."
-msgstr "设置指定碰撞层bit位。"
+msgstr "设置指定碰撞层比特位。"
#: doc/classes/TileMap.xml
msgid "Sets the given collision mask bit."
-msgstr "设置指定碰撞遮罩bit位。"
+msgstr "设置指定碰撞遮罩比特位。"
#: doc/classes/TileMap.xml
msgid ""
"Applies autotiling rules to the cell (and its adjacent cells) referenced by "
"its grid-based X and Y coordinates."
-msgstr "对基于网格的X和Y坐标所引用的单元格,及其相邻单元格,应用自动平移规则。"
+msgstr ""
+"对基于网格的 X 和 Y 坐标所引用的单元格(及其相邻单元格)应用自动平移规则。"
#: doc/classes/TileMap.xml
msgid ""
@@ -78457,8 +78967,8 @@ msgid ""
"Calling with invalid (or missing) parameters applies autotiling rules for "
"the entire tilemap."
msgstr ""
-"对指定区域内的单元格应用自动平移规则,由基于网格的X和Y坐标指定。\n"
-"用无效的或缺失的参数调用时,自动平铺规则应用于整个图块地图。"
+"对指定区域内的单元格应用自动平移规则(由基于网格的 X 和 Y 坐标指定)。\n"
+"用无效(或缺失)的参数调用时,自动平铺规则应用于整个图块地图。"
#: doc/classes/TileMap.xml
msgid ""
@@ -78506,15 +79016,15 @@ msgstr "依次排列的图块的偏移量。可能的取值见 [enum HalfOffset]
msgid ""
"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
"this size."
-msgstr "图块地图的象限大小。使用这个尺寸的图块,通过批处理优化绘制。"
+msgstr "该 TileMap 的象限大小。会使用这个大小的区块对绘制进行批处理优化。"
#: doc/classes/TileMap.xml
msgid "The TileMap's cell size."
-msgstr "图块地图的单元大小。"
+msgstr "该 TileMap 的单元格大小。"
#: doc/classes/TileMap.xml
msgid "Position for tile origin. See [enum TileOrigin] for possible values."
-msgstr "图块原点的坐标。可能的取值见 [enum TileOrigin]。"
+msgstr "图块原点的位置。可能的取值见 [enum TileOrigin]。"
#: doc/classes/TileMap.xml
msgid ""
@@ -79678,7 +80188,7 @@ msgid ""
"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
msgstr ""
"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] "
-"和[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n"
+"和 [signal released] 信号,即使压力开始于按钮的有效区域之外。\n"
"[b]注意:[/b]这是一种“pass-by”的按压模式 ,而不是“bypass”。"
#: doc/classes/TouchScreenButton.xml
@@ -81989,21 +82499,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr "使具有相同名称的后续动作合并为一个。"
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
-msgstr "UPNP 网络功能。"
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
+msgstr "通用即插即用(UPnP)功能,用于网络设备的发现、查询及端口映射。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -82016,7 +82530,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -82045,34 +82559,66 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
-msgstr ""
-"提供 UPNP 功能来发现本地网络上的 [UPNPDevice],并对它们执行指令,如管理端口映"
-"射(端口转发)和查询本地和远程网络 IP 地址。注意,这个类的方法是同步的,会阻"
-"塞调用线程。\n"
-"要转发一个特定的端口:\n"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
+msgstr ""
+"这个类可用于在本地网络中发现兼容的 [UPNPDevice] 并在这些设备上执行命令,如管"
+"理端口映射(用于端口转发/NAT 穿透)和查询本地及远程网络 IP 地址。请注意,这个"
+"类的方法都是同步的,会阻塞调用线程。\n"
+"要转发指定端口(此处为 [code]7777[/code],请注意 [method discover] 和 "
+"[method add_port_mapping] 都可能返回错误,应进行检查):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
-"要关闭一个特定的端口(例如,在你使用完它之后):\n"
+"要关闭指定端口(例如结束使用后):\n"
"[codeblock]\n"
"upnp.delete_port_mapping(port)\n"
"[/codeblock]\n"
-"[b]注意:[/b]UPnP 发现会阻塞当前线程。要在不阻塞主线程的情况下执行发现,可以"
-"像这样使用 [Thread]:\n"
+"[b]注意:[/b]UPnP 发现会阻塞当前线程。要在不阻塞主线程的前提下执行发现,请像"
+"这样使用 [Thread]:\n"
"[codeblock]\n"
-"# 当完成 UPnP 端口映射设置时发出(无论成功或失败)。\n"
+"# UPnP 端口映射建立完成时发出(无论成败)。\n"
"signal upnp_completed(error)\n"
"\n"
-"# 将其替换为您自己的服务器端口号(介于 1025 和 65535之间)。\n"
+"# 请将其替换为你自己的服务器端口号,在 1024 和 65535 之间。\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
"func _upnp_setup(server_port):\n"
-" # UPNP 查询需要一些时间。\n"
+" # UPNP 查询比较耗时。\n"
" var upnp = UPNP.new()\n"
" var err = upnp.discover()\n"
"\n"
@@ -82093,9 +82639,34 @@ msgstr ""
" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
"\n"
"func _exit_tree():\n"
-" # 当线程正在运行时,在这里等待线程结束来处理游戏退出。\n"
+" # 游戏退出但线程还在运行时,在此处等待线程完成。\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]术语:[/b]UPnP 网络中,“网关”(gateway,或称“互联网网关设备”,internet "
+"gateway device,简称 IGD)指的是在局域网中让计算机能够访问互联网(“广域网”,"
+"wide area network,WAN)的网络设备。这些网关经常也叫做“路由器”。\n"
+"[b]陷阱:[/b]\n"
+"- 前文解释过,这些调用都是阻塞的,不应该在主线程上执行,一次就能阻塞上很多"
+"秒。用用线程吧!\n"
+"- 网络是实打实的混乱。数据包可能会在传输过程中丢失或者被过滤掉,地址、空闲端"
+"口、端口映射有可能发生变化,设备可以随时离开或者加入网络。请考虑周全,老老实"
+"实地检查错误并进行处理,处理错误时请尽量友好:添加简洁的报错 UI、超时处理、重"
+"试机制。\n"
+"- 端口映射是随时会变的(也可以被删除),网关的远程/外部 IP 也可能发生改变。你"
+"应该考虑定期重新查询外部 IP、尝试更新/刷新端口映射(例如每隔 5 分钟或者在发生"
+"网络错误时执行)。\n"
+"- 并不是所有的设备都支持 UPnP,有些用户还会禁用 UPnP 支持。你需要处理这种情况"
+"(例如编写文档,要求用户手动进行端口映射,或者加入接力/镜像服务器、NAT 打洞、"
+"STUN/TURN 等 NAT 穿透的备用方案)。\n"
+"- 请考虑映射冲突时该怎么办。可能在同一个网络上同时有多个用户想要来玩你的游"
+"戏,或者有其他应用程序用了一样的端口。请把端口号做成可配置的,最好能够自动选"
+"择(失败时重试其他端口)。\n"
+"[b]拓展阅读:[/b]如果你想了解更多关于 UPnP(尤其是 Internet Gateway Device"
+"(IGD)和 Port Control Protocol(PCP)),可以首先查看[url=https://en."
+"wikipedia.org/wiki/Universal_Plug_and_Play]维基百科[/url],技术规范可以在 "
+"[url=https://openconnectivity.org/developer/specifications/upnp-resources/"
+"upnp/]Open Connectivity 基金会[/url]找到,Godot 的实现基于的是 [url=https://"
+"github.com/miniupnp/miniupnp]MiniUPnP 客户端[/url]。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
@@ -82104,36 +82675,58 @@ msgstr "将给定的 [UPNPDevice] 添加到已发现设备的列表中。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
-"添加一个映射,将默认网关上的外部[code]port[/code],介于1和65535之间,转发到本"
-"地机器上的[code]internal_port[/code],用于指定协议[code]proto[/code],即"
-"[code]TCP[/code]或[code]UDP[/code],默认为UDP。如果该网关设备上已经存在给定端"
-"口和协议组合的端口映射,该方法将尝试覆盖它。如果不希望这样,你可以用[method "
-"get_gateway]手动检索该网关,如果有的话,就调用[method add_port_mapping]。\n"
-"如果[code]internal_port[/code]是[code]0[/code](默认值),外部和内部端口都使"
-"用相同的端口号([code]port[/code]值)。\n"
-"描述([code]desc[/code])显示在一些路由器的UI中,可以用来指出是哪个应用添加了"
-"映射。可以通过指定[code]duration[/code](单位:秒)来限制映射的租用期限。然"
-"而,有些路由器与其中的个别不兼容,所以要谨慎使用,并在出错时添加回退逻辑,如"
-"果有疑问,可以在没有它们的情况下重试。\n"
-"参阅[method get_gateway]。参阅[enum UPNPResult],了解可能的返回值。"
+"添加映射,针对给定的协议 [code]proto[/code]([code]TCP[/code] 或 [code]UDP[/"
+"code],默认为 UDP),将默认网关(见 [method get_gateway])上的外部端口 "
+"[code]port[/code](在 1 到 65535 之间,不过推荐使用 1024 以上的端口)映射到本"
+"机上的内部端口 [code]internal_port[/code]。如果该网关上已经存在给定的端口与协"
+"议的组合,这个方法会尝试进行覆盖。如果不希望如此,你可以使用 [method "
+"get_gateway] 手动获取网关,获取到后调用其 [method add_port_mapping] 方法。请"
+"注意,使用 UPnP 转发公认端口(1024 以下)在有些设备上可能会失败。\n"
+"如果端口的映射已存在,有些网关设备可能会对其进行更新,有些则会因为冲突而拒绝"
+"这个命令,尤其当现有端口映射不是由 UPnP 创建的,或者指向的是别的网络地址(或"
+"设备)的时候。\n"
+"如果 [code]internal_port[/code] 为 [code]0[/code](默认),表示内外部端口相同"
+"(使用 [code]port[/code] 的值)。\n"
+"描述([code]desc[/code])会显示在一些路由器的管理界面上,可以用来识别添加映射"
+"的程序。\n"
+"映射的租赁时长 [code]duration[/code] 可以通过指定秒数来限定。默认的 [code]0[/"
+"code] 表示没有时长,即永久租赁,有些设备只支持这种永久租赁。请注意,无论是否"
+"永久都只是一种请求,网关仍然可以随时移除映射(通常发生在重启网关后外部 IP 地"
+"址发生变化时,也有些型号会在映射不再活动,即若干分钟无流量时移除)。如果非 "
+"[code]0[/code](永久),技术规格所允许的范围是 [code]120[/code](2 分钟)到 "
+"[code]86400[/code] 秒(24 小时)。\n"
+"可能的返回值见 [enum UPNPResult]。"
#: modules/upnp/doc_classes/UPNP.xml
msgid "Clears the list of discovered devices."
@@ -82144,13 +82737,16 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
-"如果默认网关上存在给定的端口和协议组合的端口映射(见 [method get_gateway]),"
+"如果默认网关上(见 [method get_gateway])存在给定的端口和协议组合的端口映射,"
"则将其删除。[code]port[/code] 必须是 1 到 65535 之间的有效端口,[code]proto[/"
-"code] 可以是 [code]TCP[/code] 或 [code]UDP[/code]。可能的返回值见 [enum "
-"UPNPResult]。"
+"code] 可以是 [code]TCP[/code] 或 [code]UDP[/code]。拒绝的原因可能是映射指向的"
+"不是本机地址、使用的是公认端口(1024 以下)、或者映射不是由 UPnP 添加的。可能"
+"的返回值见 [enum UPNPResult]。"
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
@@ -82371,20 +82967,20 @@ msgid "Unknown error."
msgstr "未知错误。"
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
-msgstr "UPNP 设备。"
+msgid "Universal Plug and Play (UPnP) device."
+msgstr "通用即插即用(UPnP)设备。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
-"UPNP 设备。参阅 [UPNP] 了解 UPNP 发现和实用功能。提供对 UPNP 控制命令的低层访"
-"问。允许管理端口映射(端口转发)和查询设备的网络信息,如本地和外部IP地址和状"
-"态。请注意,这个类的方法是同步的,会阻塞调用线程。"
+"通用即插即用(UPnP)设备。UPnP 发现及工具函数见 [UPNP]。提供对 UPNP 控制命令"
+"的低层访问。允许管理端口映射(端口转发)和查询设备的网络信息(如本地和外部 "
+"IP 地址和状态)。请注意,这个类的方法是同步的,会阻塞调用线程。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
@@ -82468,7 +83064,7 @@ msgstr "未知设备。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Invalid control."
-msgstr "无效控件。"
+msgstr "无效控制。"
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Memory allocation error."
@@ -82765,9 +83361,9 @@ msgid ""
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
-"用[code]pre_a[/code]和[code]post_b[/code]作为句柄,在这个向量和[code]b[/code]"
-"之间进行三次插值,并在[code]weight[/code]位置返回结果。[code]weight[/code]的"
-"范围是0.0 到 1.0,表示插值的量。"
+"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为控制柄,在这个向量和 "
+"[code]b[/code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。"
+"[code]weight[/code] 的范围是 0.0 到 1.0,表示插值的量。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -82891,8 +83487,8 @@ msgid ""
"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
"components and [code]modv[/code]'s components."
msgstr ""
-"返回一个由这个向量的[code]modv[/code]分量和[method @GDScript.fposmod]分量组成"
-"的向量。"
+"返回一个由这个向量的 [code]modv[/code] 分量和 [method @GDScript.fposmod] 分量"
+"组成的向量。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns this vector projected onto the vector [code]b[/code]."
@@ -82958,7 +83554,7 @@ msgstr ""
msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
"to the original, with the same length."
-msgstr "返回一个与原来相比逆时针旋转90度的垂直向量,长度不变。"
+msgstr "返回一个与原来相比逆时针旋转 90 度的垂直向量,长度不变。"
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
@@ -83046,9 +83642,9 @@ msgid ""
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
-"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为句柄,在这个向量和 [code]b[/"
-"code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。[code]weight[/"
-"code] 的范围是 0.0 到 1.0,表示插值的量。"
+"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为控制柄,在这个向量和 "
+"[code]b[/code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。"
+"[code]weight[/code] 的范围是 0.0 到 1.0,表示插值的量。"
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
@@ -83069,11 +83665,11 @@ msgid ""
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
"返回此向量与 [code]b[/code] 的点积。这可以用来比较两个向量之间的角度。例如,"
-"这可以用来确定一个敌人是否正面对玩家。\n"
-"对于直角 90 度,点积将是 [code]0[/code],对于窄于 90 度的角度,点积大于 0,对"
-"于宽于 90 度的角度,点积小于 0。\n"
-"当使用归一化单位向量,向量朝向相反方向时,结果总是在 [code]-1.0[/code](180 "
-"度角)和 [code]1.0[/code](0 度角)之间,当向量对齐。\n"
+"这可以用来确定敌人是否面对玩家。\n"
+"直角(90 度)的点积是 [code]0[/code],夹角小于 90 度点积大于 0,夹角大于 90 "
+"度点积小于 0。\n"
+"使用单位(归一化)向量时,结果总是在表示方向相反的 [code]-1.0[/code](180 度"
+"角)和表示方向相同的 [code]1.0[/code](0 度角)之间。\n"
"[b]注意:[/b][code]a.dot(b)[/code] 与 [code]b.dot(a)[/code] 等价。"
#: doc/classes/Vector3.xml
@@ -83099,8 +83695,8 @@ msgid ""
"constants. If all components are equal, this method returns [constant "
"AXIS_X]."
msgstr ""
-"返回向量的最大值的轴。参阅 [code]AXIS_*[/code] 常量。如果所有分量都相等,该方"
-"法返回 [constant AXIS_X]。"
+"返回该向量中值最大的轴。见 [code]AXIS_*[/code] 常量。如果所有分量都相等,则该"
+"方法返回 [constant AXIS_X]。"
#: doc/classes/Vector3.xml
msgid ""
@@ -83108,8 +83704,8 @@ msgid ""
"constants. If all components are equal, this method returns [constant "
"AXIS_Z]."
msgstr ""
-"返回矢量的最小值的轴。参阅 [code]AXIS_*[/code] 常量。如果所有分量都相等,本方"
-"法返回 [constant AXIS_Z]。"
+"返回该向量中值最小的轴。见 [code]AXIS_*[/code] 常量。如果所有分量都相等,则该"
+"方法返回 [constant AXIS_Z]。"
#: doc/classes/Vector3.xml
msgid "Returns the outer product with [code]b[/code]."
@@ -83134,8 +83730,8 @@ msgid ""
"clockwise direction when viewed from the side specified by the [code]axis[/"
"code]."
msgstr ""
-"返回给定向量的带符号的角度,单位是弧度。当从[code]axis[/code]指定的一侧看,该"
-"角度的符号在逆时针方向是正的,在顺时针方向是负的。"
+"返回给定向量的带符号的角度,单位是弧度。当从 [code]axis[/code] 指定的一侧看,"
+"该角度的符号在逆时针方向是正的,在顺时针方向是负的。"
#: doc/classes/Vector3.xml
msgid ""
@@ -83246,8 +83842,8 @@ msgid ""
"value in the 25 - 30 range for hard braking."
msgstr ""
"通过施加一个制动力使车辆减速。只有当车轮接触到表面时,车辆才会减速。你需要施"
-"加多少力来使你的车辆充分减速,取决于车辆的[member RigidBody.mass]。对于一个质"
-"量设置为1000的车辆,尝试在25-30的范围内进行硬制动。"
+"加多少力来使你的车辆充分减速,取决于车辆的 [member RigidBody.mass]。对于一个"
+"质量设置为 1000 的车辆,尝试在 25 到 30 的范围内进行硬制动。"
#: doc/classes/VehicleBody.xml
msgid ""
@@ -83263,8 +83859,8 @@ msgid ""
msgstr ""
"通过施加一个引擎力来加速车辆。只有当 [member VehicleWheel.use_as_traction] 设"
"置为 [code]true[/code] 并与表面接触的车轮才会加速。车辆的 [member RigidBody."
-"mass] 对车辆的加速度有影响。对于一个质量设置为 1000 的车辆,可以尝试在 25-50 "
-"的范围内选择加速度的值。\n"
+"mass] 对车辆的加速度有影响。对于一个质量设置为 1000 的车辆,可以尝试在 25 到 "
+"50 的范围内选择加速度的值。\n"
"[b]注意:[/b]模拟不考虑齿轮的影响,如果你想模拟齿轮,将需要为其添加逻辑。\n"
"负值将导致车辆倒车。"
@@ -83275,8 +83871,8 @@ msgid ""
"VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
"rotated."
msgstr ""
-"车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将[member VehicleWheel."
-"use_as_steering]设置为 [code]true[/code]的车轮会自动旋转。"
+"车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将 [member "
+"VehicleWheel.use_as_steering] 设置为 [code]true[/code] 的车轮会自动旋转。"
#: doc/classes/VehicleWheel.xml
msgid "Physics object that simulates the behavior of a wheel."
@@ -83320,8 +83916,9 @@ msgid ""
"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
msgstr ""
-"返回一个介于0.0和1.0之间的值,表示这个轮子是否打滑。0.0表示打滑,即车轮失去了"
-"抓地力,例如冰雪地形,1.0表示不打滑,即车轮有充分的抓地力,例如干燥的沥青路。"
+"返回一个介于 0.0 和 1.0 之间的值,表示这个轮子是否打滑。0.0 表示打滑(车轮失"
+"去了抓地力,例如冰雪地形),1.0 表示不打滑(车轮有充分的抓地力,例如干燥的沥"
+"青路)。"
#: doc/classes/VehicleWheel.xml
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
@@ -83346,9 +83943,9 @@ msgid ""
"car will keep bouncing as the spring keeps its energy. A good value for this "
"is around 0.3 for a normal car, 0.5 for a race car."
msgstr ""
-"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在0.0(无阻尼)和1.0之间。0.0的"
-"值意味着汽车将持续弹跳,因为弹簧将保持其能量。一个好的值是,普通汽车0.3左右,"
-"赛车0.5左右。"
+"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。"
+"0.0 的值意味着汽车将持续弹跳,因为弹簧将保持其能量。普通汽车 0.3 左右,赛车 "
+"0.5 左右比较好。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83357,9 +83954,9 @@ msgid ""
"higher than the [member damping_compression] property. For a [member "
"damping_compression] value of 0.3, try a relaxation value of 0.5."
msgstr ""
-"放松时施加在弹簧上的阻尼。这个值应该在0.0(无阻尼)和1.0之间。这个值应该总是"
-"比 [member damping_compression] 属性稍高。对于 [member damping_compression] "
-"值0.3,尝试放松值为0.5。"
+"放松时施加在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。这个值应该总"
+"是比 [member damping_compression] 属性稍高。对于 [member "
+"damping_compression] 值 0.3,尝试放松值为 0.5。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83390,9 +83987,9 @@ msgid ""
"will not carry the weight of the vehicle. Good results are often obtained by "
"a value that is about 3× to 4× this number."
msgstr ""
-"弹簧所能抵抗的最大力。此值应该高于[VehicleBody]的[member RigidBody.mass]的四"
-"分之一,否则弹簧将无法承载车辆的重量。通常由大约3×到4×这个数字的值,以获得良"
-"好的效果。"
+"弹簧所能抵抗的最大力。此值应该高于 [VehicleBody] 的 [member RigidBody.mass] "
+"的四分之一,否则弹簧将无法承载车辆的重量。通常由大约 3× 到 4× 这个数字的值,"
+"以获得良好的效果。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83400,8 +83997,8 @@ msgid ""
"50 for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
-"这个值定义了悬架的刚度。越野车使用低于50的值,赛车使用50至100的值,像一级方程"
-"式赛车则尝试200左右的值。"
+"这个值定义了悬架的刚度。越野车使用低于 50 的值,赛车使用 50 至 100 的值,像一"
+"级方程式赛车则尝试 200 左右的值。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83442,10 +84039,10 @@ msgid ""
"simulate tire wear.\n"
"It's best to set this to 1.0 when starting out."
msgstr ""
-"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0意"
-"味着没有抓地力,1.0是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置得比"
-"前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n"
-"在开始时最好将其设置为1.0。"
+"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 "
+"意味着没有抓地力,1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置"
+"得比前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n"
+"在开始时最好将其设置为 1.0。"
#: doc/classes/VehicleWheel.xml
msgid "The radius of the wheel in meters."
@@ -83459,9 +84056,9 @@ msgid ""
"will take when bottoming out, then use the rest length to move the wheel "
"down to the position it should be in when the car is in rest."
msgstr ""
-"这是轮子从原点下降的距离,以米为单位。不要把这个设置为0.0,然后把车轮移到位置"
-"上,而是把车轮的原点(Godot中的Gizmo)移到车轮触底时的位置,然后使用剩余长度"
-"将轮子向下移动到汽车静止时它应该所处位置。"
+"这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位"
+"置上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余"
+"长度将轮子向下移动到汽车静止时它应该所处位置。"
#: doc/classes/VehicleWheel.xml
msgid ""
@@ -83469,8 +84066,8 @@ msgid ""
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
-"这个值会影响车辆的滚动。如果所有车轮都设置为1.0,车辆将容易翻车,而0.0的值将"
-"阻止车身侧倾。"
+"这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值"
+"将阻止车身侧倾。"
#: doc/classes/VFlowContainer.xml
msgid "Vertical flow container."
@@ -83514,21 +84111,21 @@ msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Returns the current frame as a [Texture]."
-msgstr "将当前帧作为[Texture]返回。"
+msgstr "将当前帧作为 [Texture] 返回。"
#: doc/classes/VideoPlayer.xml
msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
-"如果视频正在播放,返回 [code]true[/code] 。\n"
+"如果视频正在播放,返回 [code]true[/code]。\n"
"[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。"
#: doc/classes/VideoPlayer.xml
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
-msgstr "从头开始播放视频。如果视频暂停,这不会取消暂停。"
+msgstr "从头开始播放视频。如果视频处于暂停状态,不会取消暂停。"
#: doc/classes/VideoPlayer.xml
msgid ""
@@ -83536,8 +84133,8 @@ msgid ""
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
-"停止视频播放并将视频流位置设置为0。\n"
-"[b]注意:[/b]虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。"
+"停止视频播放并将视频流位置设置为 0。\n"
+"[b]注意:[/b]虽然视频流位置将被设置为 0,但视频流的第一帧不会成为当前帧。"
#: doc/classes/VideoPlayer.xml
msgid "The embedded audio track to play."
@@ -83588,7 +84185,7 @@ msgstr "音频音量为线性值。"
#: doc/classes/VideoPlayer.xml
msgid "Audio volume in dB."
-msgstr "音频音量,单位是dB。"
+msgstr "音频音量,单位是 dB。"
#: doc/classes/VideoPlayer.xml
msgid "Emitted when playback is finished."
@@ -83604,8 +84201,8 @@ msgid ""
"[VideoStream] can all be used as resource types to play back videos in "
"[VideoPlayer]."
msgstr ""
-"所有视频流的资源类型基类。派生自[VideoStream]的类都可以作为资源类型,在"
-"[VideoPlayer]中播放视频。"
+"所有视频流的资源类型基类。派生自 [VideoStream] 的类都可以作为资源类型,在 "
+"[VideoPlayer] 中播放视频。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "[VideoStream] resource for video formats implemented via GDNative."
@@ -83625,7 +84222,7 @@ msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
-msgstr "返回由这个[VideoStreamGDNative]处理的视频文件。"
+msgstr "返回由这个 [VideoStreamGDNative] 处理的视频文件。"
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
@@ -83633,12 +84230,12 @@ msgid ""
"supported extensions depend on the GDNative plugins used to expose video "
"formats."
msgstr ""
-"设置此[VideoStreamGDNative]资源处理的视频文件。支持的扩展取决于,用于公开视频"
-"格式的GDNative插件。"
+"设置此 [VideoStreamGDNative] 资源处理的视频文件。支持的扩展取决于,用于公开视"
+"频格式的 GDNative 插件。"
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid "[VideoStream] resource for Ogg Theora videos."
-msgstr "[VideoStream] Ogg Theora视频的资源。"
+msgstr "[VideoStream] Ogg Theora 视频的资源。"
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid ""
@@ -83771,7 +84368,7 @@ msgid ""
"Returns the first valid [World] for this viewport, searching the [member "
"world] property of itself and any Viewport ancestor."
msgstr ""
-"返回该视窗的首个有效 [World],在它自身及任何 Viewport 祖先节点的 [member "
+"返回该视口的首个有效 [World],在它自身及任何 Viewport 祖先节点的 [member "
"world] 属性中查找。"
#: doc/classes/Viewport.xml
@@ -83779,7 +84376,7 @@ msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
msgstr ""
-"返回该视窗的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member "
+"返回该视口的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member "
"world_2d] 属性中查找。"
#: doc/classes/Viewport.xml
@@ -83834,7 +84431,7 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the viewport's RID from the [VisualServer]."
-msgstr "从 [VisualServer] 返回该视窗的 RID。"
+msgstr "从 [VisualServer] 返回该视口的 RID。"
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
@@ -83871,8 +84468,7 @@ msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
msgstr ""
-"如果启用了尺寸覆盖,则返回 [code]true[/code]。请参阅 [method "
-"set_size_override]。"
+"如果启用了尺寸覆盖,则返回 [code]true[/code]。见 [method set_size_override]。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83907,7 +84503,7 @@ msgid ""
"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
"size."
msgstr ""
-"设置该视窗的尺寸覆盖。如果 [code]enable[/code] 参数是 [code]true[/code],就会"
+"设置该视口的尺寸覆盖。如果 [code]enable[/code] 参数是 [code]true[/code],就会"
"使用覆盖,否则就使用默认尺寸。如果尺寸参数是 [code](-1, -1)[/code],它将不会"
"更新尺寸。"
@@ -83924,15 +84520,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
-msgstr "如果为 [code]true[/code],该视窗将用于AR/VR进程。"
+msgstr "如果为 [code]true[/code],该视口将用于AR/VR进程。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
-msgstr "如果为 [code]true[/code],该视窗将处理 2D 音频流。"
+msgstr "如果为 [code]true[/code],该视口将处理 2D 音频流。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 3D audio streams."
-msgstr "如果为 [code]true[/code],该视窗将处理 3D 音频流。"
+msgstr "如果为 [code]true[/code],该视口将处理 3D 音频流。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83940,16 +84536,22 @@ msgid ""
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
-"该视窗的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视窗的"
+"该视口的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视口的"
"全局画布变换。"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -83964,11 +84566,12 @@ msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr "在调试时,用于测试渲染的几何图形的叠加模式。"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
-"如果为 [code]true[/code],该视窗将禁用 3D 渲染。对于实际禁用,使用 "
+"如果为 [code]true[/code],该视口将禁用 3D 渲染。对于实际禁用,使用 "
"[code]usage[/code]。"
#: doc/classes/Viewport.xml
@@ -83982,24 +84585,24 @@ msgid ""
msgstr ""
"启用快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使"
"图像看起来很模糊,特别是在较低的分辨率。在 1440p 和 4K 这样的大分辨率下,它仍"
-"然可以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅 "
-"[member sharpen_intensity]。"
+"然可以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见 [member "
+"sharpen_intensity])。"
#: doc/classes/Viewport.xml
msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
-msgstr "该视窗的全局画布变换。画布变换是相对于这个的。"
+msgstr "该视口的全局画布变换。画布变换是相对于这个的。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will not receive input events."
-msgstr "如果为 [code]true[/code],该视窗将不接收输入事件。"
+msgstr "如果为 [code]true[/code],该视口将不接收输入事件。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
-msgstr "如果为 [code]true[/code],该视窗上的 GUI 控件将完美地放置像素。"
+msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。"
#: doc/classes/Viewport.xml
msgid ""
@@ -84012,7 +84615,7 @@ msgid ""
"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 [code]true[/code],视窗的渲染将获益于高动态范围算法。高动态范围允许视"
+"如果为 [code]true[/code],视口的渲染将获益于高动态范围算法。高动态范围允许视"
"窗接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要"
"使用全精度浮点数(32 位),请启用 [member use_32_bpc_depth]。\n"
"[b]注意:[/b]需要将 [member usage] 设置为 [constant USAGE_3D] 或 [constant "
@@ -84032,11 +84635,11 @@ msgid ""
"require input in linear color space!"
msgstr ""
"如果为 [code]true[/code],3D 渲染后的结果将不会应用线性到 sRGB 的颜色转换。当"
-"视窗被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D "
-"物体的纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很"
-"重要。当视窗被用作 2D 对象的纹理时,或者视窗是你的最终输出时,请不要启用这个"
+"视口被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D "
+"物体的纹理。如果视口被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很"
+"重要。当视口被用作 2D 对象的纹理时,或者视口是你的最终输出时,请不要启用这个"
"功能。对于 GLES2 驱动来说,这将把 sRGB 输出转换为线性输出,这应该只用于需要线"
-"性色彩空间输入的VR插件!"
+"性色彩空间输入的 VR 插件!"
#: doc/classes/Viewport.xml
msgid ""
@@ -84044,22 +84647,22 @@ msgid ""
"edges at the cost of significantly worse performance. A value of 4 is best "
"unless targeting very high-end systems."
msgstr ""
-"多重采样抗锯齿模式。一个较高的数字会使边缘更平滑,但代价是性能明显下降。除非"
-"是针对非常高端的系统,否则数值为4是最好的。"
+"多重采样抗锯齿模式。数字越高边缘越平滑,但代价是性能明显下降。除非是针对非常"
+"高端的系统,否则数值为 4 是最好的。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
-"如果为 [code]true[/code],该视窗将使用 [member world] 中定义的 [World] 的唯一"
+"如果为 [code]true[/code],该视口将使用 [member world] 中定义的 [World] 的唯一"
"副本。"
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
-msgstr "如果为 [code]true[/code],该视窗渲染的对象将成为鼠标拾取过程的对象。"
+msgstr "如果为 [code]true[/code],该视口渲染的对象将成为鼠标拾取过程的对象。"
#: doc/classes/Viewport.xml
msgid ""
@@ -84069,22 +84672,22 @@ msgid ""
"Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
"information see [method VisualServer.viewport_set_render_direct_to_screen]."
msgstr ""
-"如果为 [code]true[/code],会直接将 Viewport 渲染到屏幕上,而不是渲染到根视窗"
-"上。只在 GLES2 中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果使"
-"用,从 Viewport 或从 [code]SCREEN_TEXTURE[/code] 读取将变得不可用。更多信息参"
-"阅 [method VisualServer.viewport_set_render_direct_to_screen]。"
+"如果为 [code]true[/code],会直接将该 Viewport 渲染到屏幕上,而不是渲染到根视"
+"口上。只在 GLES2 中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果"
+"使用,从该 Viewport 或从 [code]SCREEN_TEXTURE[/code] 读取将变得不可用。更多信"
+"息参阅 [method VisualServer.viewport_set_render_direct_to_screen]。"
#: doc/classes/Viewport.xml
msgid ""
"The clear mode when viewport used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
-"视窗用作渲染目标时的清除模式。\n"
+"视口用作渲染目标时的清除模式。\n"
"[b]注意:[/b]此属性适用于 2D 使用。"
#: doc/classes/Viewport.xml
msgid "The update mode when viewport used as a render target."
-msgstr "视窗用作渲染目标时的更新模式。"
+msgstr "视口用作渲染目标时的更新模式。"
#: doc/classes/Viewport.xml
msgid ""
@@ -84133,17 +84736,17 @@ msgid ""
"Values around [code]0.5[/code] generally give the best results. See also "
"[member fxaa]."
msgstr ""
-"如果设置为大于[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视窗中。这具"
-"有较低的性能成本,可以用来恢复使用FXAA所损失的一些锐度。一般来说,[code]0.5[/"
-"code]左右的数值可以得到最好的效果。参阅[member fxaa]。"
+"如果设置为大于 [code]0.0[/code] 的值,对比度适应性锐化将被应用到3D视窗中。这"
+"具有较低的性能成本,可以用来恢复使用 FXAA 所损失的一些锐度。一般来说,"
+"[code]0.5[/code] 左右的数值可以得到最好的效果。另请参阅 [member fxaa]。"
#: doc/classes/Viewport.xml
msgid ""
"The width and height of viewport. Must be set to a value greater than or "
"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
msgstr ""
-"视窗的宽度和高度。必须在两个维度上设置为大于或等于2像素的值。否则,将不会显示"
-"任何东西。"
+"视口的宽度和高度。必须在两个维度上设置为大于或等于 2 像素的值。否则,将不会显"
+"示任何东西。"
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
@@ -84153,11 +84756,14 @@ msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果为 [code]true[/code],该视区应使其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],该视口应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
+#, fuzzy
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -84201,7 +84807,7 @@ msgid ""
"Emitted when the size of the viewport is changed, whether by [method "
"set_size_override], resize of window, or some other means."
msgstr ""
-"当视窗的大小被改变时,无论是通过[method set_size_override],调整窗口的大小,"
+"当视口的大小被改变时,无论是通过 [method set_size_override]、调整窗口的大小,"
"还是其他方式,都会触发。"
#: doc/classes/Viewport.xml
@@ -84236,11 +84842,11 @@ msgstr "此象限将分为 4 个,最多使用 4 个阴影贴图。"
#: doc/classes/Viewport.xml
msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
-msgstr "此象限将被分成16个方向,并被最多16张阴影贴图使用。"
+msgstr "此象限将被分成 16 个方向,并被最多 16 张阴影贴图使用。"
#: doc/classes/Viewport.xml
msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
-msgstr "这个象限将被分成64个方向,并被最多64张阴影贴图使用。"
+msgstr "这个象限将被分成 64 个方向,并被最多 64 张阴影贴图使用。"
#: doc/classes/Viewport.xml
msgid ""
@@ -84248,7 +84854,7 @@ msgid ""
"Unless the [member shadow_atlas_size] is very high, the shadows in this "
"quadrant will be very low resolution."
msgstr ""
-"这个象限将被分成256个方向,并被最多256个阴影贴图使用。除非 [member "
+"这个象限将被分成 256 个方向,并被最多 256 个阴影贴图使用。除非 [member "
"shadow_atlas_size] 非常高,否则这个象限内的阴影分辨率会非常低。"
#: doc/classes/Viewport.xml
@@ -84257,12 +84863,12 @@ msgid ""
"Unless the [member shadow_atlas_size] is very high, the shadows in this "
"quadrant will be very low resolution."
msgstr ""
-"这个象限将被分成1024个方向,并被最多1024个阴影贴图使用。除非 [member "
+"这个象限将被分成 1024 个方向,并被最多 1024 个阴影贴图使用。除非 [member "
"shadow_atlas_size] 非常高,否则这个象限内的阴影分辨率会非常低。"
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
-msgstr "代表[enum ShadowAtlasQuadrantSubdiv]枚举的大小。"
+msgstr "代表 [enum ShadowAtlasQuadrantSubdiv] 枚举的大小。"
#: doc/classes/Viewport.xml
msgid "Amount of objects in frame."
@@ -84421,10 +85027,10 @@ msgid ""
"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
"work."
msgstr ""
-"将视窗的有效分辨率除以这个值,同时保留其比例。这可以用来加快渲染速度。\n"
-"例如,一个1280×720的视窗,如果[member stretch_shrink]设置为[code]2[/code],将"
-"以640×360的尺寸进行渲染,同时在容器中占据同样的尺寸。\n"
-"[b]注意:[/b][member stretch]拉伸必须是[code]true[/code],这个属性才能发挥作"
+"将视口的有效分辨率除以这个值,同时保留其比例。这可以用来加快渲染速度。\n"
+"例如,将 1280×720 的视口的 [member stretch_shrink] 设置为 [code]2[/code],将"
+"以 640×360 的尺寸进行渲染,同时在容器中占据同样的尺寸。\n"
+"[b]注意:[/b][member stretch] 必须是 [code]true[/code],这个属性才能发挥作"
"用。"
#: doc/classes/ViewportTexture.xml
@@ -84489,27 +85095,27 @@ msgstr "返回由给定的 [enum Enabler] 常量标识的启用程序是否处
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid ""
"Sets active state of the enabler identified by given [enum Enabler] constant."
-msgstr "设置由给定的[enum Enabler]常量识别的启用程序的活动状态。"
+msgstr "设置由给定的 [enum Enabler] 常量识别的启用程序的活动状态。"
#: doc/classes/VisibilityEnabler.xml
msgid "If [code]true[/code], [RigidBody] nodes will be paused."
-msgstr "如果为 [code]true[/code],[RigidBody]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[RigidBody] 节点将被暂停。"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
-msgstr "如果为 [code]true[/code],[AnimationPlayer]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[AnimationPlayer] 节点将被暂停。"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will pause [AnimationPlayer] nodes."
-msgstr "这个启用程序将暂停[AnimationPlayer]节点。"
+msgstr "这个启用程序将暂停 [AnimationPlayer] 节点。"
#: doc/classes/VisibilityEnabler.xml
msgid "This enabler will freeze [RigidBody] nodes."
-msgstr "这个启用程序将冻结[RigidBody]节点。"
+msgstr "这个启用程序将冻结 [RigidBody] 节点。"
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "Represents the size of the [enum Enabler] enum."
-msgstr "表示[enum Enabler]枚举的大小。"
+msgstr "表示 [enum Enabler] 枚举的大小。"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
@@ -84525,38 +85131,39 @@ msgid ""
"[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene "
"initialization."
msgstr ""
-"VisibilityEnabler2D会在[RigidBody2D]、[AnimationPlayer]和其他节点不可见时禁用"
-"它们。它只会影响与VisibilityEnabler2D的根节点相同的节点,以及根节点本身。\n"
-"如果你只想接收通知,请使用[VisibilityNotifier2D]代替。\n"
-"[b]注意:[/b]由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精"
+"VisibilityEnabler2D 会在 [RigidBody2D]、[AnimationPlayer] 和其他节点不可见时"
+"禁用它们。它只会影响与 VisibilityEnabler2D 的根节点相同的节点,以及根节点本"
+"身。\n"
+"如果你只想接收通知,请使用 [VisibilityNotifier2D] 代替。\n"
+"[b]注意:[/b]由于性能原因,VisibilityEnabler2D 使用一个近似的启发式方法,其精"
"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性"
-"检查,请使用另一种方法,例如添加一个[Area2D]节点作为[Camera2D]节点的子节"
+"检查,请使用另一种方法,例如添加一个 [Area2D] 节点作为 [Camera2D] 节点的子节"
"点。\n"
-"[b]注意:[/b]VisibilityEnabler2D不会影响场景初始化后添加的节点。"
+"[b]注意:[/b]VisibilityEnabler2D 不会影响场景初始化后添加的节点。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
-msgstr "如果为 [code]true[/code],[RigidBody2D]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[RigidBody2D] 节点将被暂停。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
-msgstr "如果为 [code]true[/code],[AnimatedSprite]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[AnimatedSprite] 节点将被暂停。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [Particles2D] nodes will be paused."
-msgstr "如果为 [code]true[/code],[Particles2D]节点将被暂停。"
+msgstr "如果为 [code]true[/code],[Particles2D] 节点将被暂停。"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._physics_process] will be "
"stopped."
msgstr ""
-"如果为 [code]true[/code],父级的[method Node._physics_process]将被停止。"
+"如果为 [code]true[/code],父级的 [method Node._physics_process] 将被停止。"
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._process] will be stopped."
-msgstr "如果为 [code]true[/code],父级的[method Node._process]将被停止。"
+msgstr "如果为 [code]true[/code],父级的 [method Node._process] 将被停止。"
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will freeze [RigidBody2D] nodes."
@@ -84619,7 +85226,7 @@ msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "The VisibilityNotifier's bounding box."
-msgstr "VisibilityNotifier的边界框。"
+msgstr "VisibilityNotifier 的边界框。"
#: doc/classes/VisibilityNotifier.xml
msgid ""
@@ -84637,19 +85244,19 @@ msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
-msgstr "当VisibilityNotifier进入[Camera]的视图时触发。"
+msgstr "当 VisibilityNotifier 进入 [Camera] 的视图时触发。"
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
-msgstr "当VisibilityNotifier退出[Camera]的视图时触发。"
+msgstr "当 VisibilityNotifier 退出 [Camera] 的视图时触发。"
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters the screen."
-msgstr "当VisibilityNotifier进入屏幕时触发。"
+msgstr "当 VisibilityNotifier 进入屏幕时触发。"
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier exits the screen."
-msgstr "当VisibilityNotifier退出屏幕时触发。"
+msgstr "当 VisibilityNotifier 退出屏幕时触发。"
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
@@ -84663,12 +85270,13 @@ msgid ""
"world/2d/cell_size]. If you need precise visibility checking, use another "
"method such as adding an [Area2D] node as a child of a [Camera2D] node."
msgstr ""
-"VisibilityNotifier2D检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或视"
-"窗时,它也会发出通知。\n"
-"如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler2D]代替。\n"
-"[b]注意:[/b]由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其精"
-"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性"
-"检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。"
+"VisibilityNotifier2D 检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或视"
+"口时,它也会发出通知。\n"
+"如果你想让节点在退出屏幕时自动禁用,请使用 [VisibilityEnabler2D] 代替。\n"
+"[b]注意:[/b]由于性能原因,VisibilityNotifier2D 使用一个近似的启发式方法,其"
+"精度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见"
+"性检查,请使用另一种方法,如添加一个 [Area2D] 节点作为 [Camera2D] 节点的子节"
+"点。"
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
@@ -84684,27 +85292,27 @@ msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid "The VisibilityNotifier2D's bounding rectangle."
-msgstr "VisibilityNotifier2D的边界矩形。"
+msgstr "VisibilityNotifier2D 的边界矩形。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters the screen."
-msgstr "当VisibilityNotifier2D进入屏幕时触发。"
+msgstr "当 VisibilityNotifier2D 进入屏幕时触发。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D exits the screen."
-msgstr "当VisibilityNotifier2D退出屏幕时触发。"
+msgstr "当 VisibilityNotifier2D 退出屏幕时触发。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view."
-msgstr "当VisibilityNotifier2D进入[Viewport]的视图时触发。"
+msgstr "当 VisibilityNotifier2D 进入 [Viewport] 的视图时触发。"
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view."
-msgstr "当VisibilityNotifier2D退出[Viewport]的视图时触发。"
+msgstr "当 VisibilityNotifier2D 退出 [Viewport] 的视图时触发。"
#: doc/classes/VisualInstance.xml
msgid "Parent of all visual 3D nodes."
-msgstr "所有可视3D节点的父节点。"
+msgstr "所有可视 3D 节点的父节点。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -84725,7 +85333,7 @@ msgid ""
"Returns the [AABB] (also known as the bounding box) for this "
"[VisualInstance]. See also [method get_transformed_aabb]."
msgstr ""
-"返回此[VisualInstance]的[AABB],也称为边界框。参阅[method "
+"返回此 [VisualInstance] 的 [AABB],也称为边界框。另请参阅 [method "
"get_transformed_aabb]。"
#: doc/classes/VisualInstance.xml
@@ -84734,8 +85342,8 @@ msgid ""
"example, if the Node is a [MeshInstance], this will return the RID of the "
"associated [Mesh]."
msgstr ""
-"返回与此[VisualInstance]相关的资源的RID。例如,如果该节点是一个"
-"[MeshInstance],这将返回相关的[Mesh]的RID。"
+"返回与此 [VisualInstance] 相关的资源的 RID。例如,如果该节点是一个 "
+"[MeshInstance],这将返回相关的 [Mesh] 的 RID。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -84743,9 +85351,9 @@ msgid ""
"by [method VisualServer.instance_create]. This RID is needed if you want to "
"call [VisualServer] functions directly on this [VisualInstance]."
msgstr ""
-"返回这个实例的RID。这个RID与[method VisualServer.instance_create]所返回的RID"
-"相同。如果你想在这个[VisualInstance]上直接调用[VisualServer]函数,就需要这个"
-"RID。"
+"返回这个实例的 RID。这个 RID 与 [method VisualServer.instance_create] 所返回"
+"的 RID 相同。如果你想在这个 [VisualInstance] 上直接调用 [VisualServer] 函数,"
+"就需要这个 RID。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -84762,9 +85370,9 @@ msgid ""
"Transformed in this case means the [AABB] plus the position, rotation, and "
"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
msgstr ""
-"返回此[VisualInstance]的变换后的[AABB],也称为边界框。\n"
-"这里的变换是指[AABB]加上[Spatial]的[Transform]的位置、旋转和缩放。参阅"
-"[method get_aabb]。"
+"返回此 [VisualInstance] 的变换后的 [AABB],也称为边界框。\n"
+"这里的变换是指 [AABB] 加上 [Spatial] 的 [Transform] 的位置、旋转和缩放。另请"
+"参阅 [method get_aabb]。"
#: doc/classes/VisualInstance.xml
msgid ""
@@ -84786,7 +85394,23 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
"绘制此 [VisualInstance] 的渲染层。\n"
-"此对象仅对[Camera]可见,其剔除遮罩包括此[VisualInstance]设置的渲染对象。"
+"此对象仅对 [Camera]可见,其剔除遮罩包括此 [VisualInstance] 设置的渲染对象。"
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
@@ -84864,13 +85488,13 @@ msgid ""
"[code]from_port[/code] would be fed into [code]to_node[/code]'s "
"[code]to_port[/code]."
msgstr ""
-"连接两个数据端口。[code]from_node[/code]的[code]from_port[/code]的值将被输入"
-"[code]to_node[/code]的[code]to_port[/code]。"
+"连接两个数据端口。[code]from_node[/code] 的 [code]from_port[/code] 的值将被输"
+"入 [code]to_node[/code] 的 [code]to_port[/code]。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Disconnect two data ports previously connected with [method data_connect]."
-msgstr "断开之前用[method data_connect]连接的两个数据端口。"
+msgstr "断开之前用 [method data_connect] 连接的两个数据端口。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the id of a function's entry point node."
@@ -84882,7 +85506,7 @@ msgstr "返回给定函数的屏幕中心的位置。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns a node given its id and its function."
-msgstr "返回一个节点,指定它的id和它的函数。"
+msgstr "返回一个节点,指定它的 id 和它的函数。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns a node's position in pixels."
@@ -84890,7 +85514,7 @@ msgstr "返回节点的坐标,单位是像素。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the default (initial) value of a variable."
-msgstr "返回变量的初始默认值。"
+msgstr "返回变量的默认(初始)值。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a variable is exported."
@@ -84962,10 +85586,10 @@ msgid ""
"Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
"target node can have only one sequence port."
msgstr ""
-"连接两个序列端口。执行将从[code]from_node[/code]的[code]from_output[/code]输"
-"入[code]to_node[/code]。\n"
-"与[method data_connect]不同,没有[code]to_port[/code],因为目标节点只能有一个"
-"序列端口。"
+"连接两个序列端口。执行将从 [code]from_node[/code] 的 [code]from_output[/"
+"code] 输入 [code]to_node[/code]。\n"
+"与 [method data_connect] 不同,没有 [code]to_port[/code],因为目标节点只能有"
+"一个序列端口。"
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
@@ -85175,7 +85799,7 @@ msgid ""
"Return a number linearly interpolated between the first two inputs, based on "
"the third input. Uses the formula [code]a + (a - b) * t[/code]."
msgstr ""
-"返回一个在前两个输入之间线性插值的数字,以第三个输入为基础。使用公式[code]a "
+"返回一个在前两个输入之间线性插值的数字,以第三个输入为基础。使用公式 [code]a "
"+ (a - b) * t[/code]。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
@@ -85203,16 +85827,16 @@ msgid ""
"N (where N is smaller than 2^32 - 1), you can use it with the remainder "
"function."
msgstr ""
-"返回一个随机的32位整数值。为了获得0到N之间的随机值(其中N小于2^32 - 1),你可"
-"以将其与余数函数一起使用。"
+"返回一个随机的 32 位整数值。为了获得 0 到 N 之间的随机值(其中 N 小于 2^32 - "
+"1),你可以将其与余数函数一起使用。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return a random floating-point value between 0 and 1. To obtain a random "
"value between 0 to N, you can use it with multiplication."
msgstr ""
-"返回一个介于0 到 1之间的随机浮点值。要获得一个介于0到N之间的随机值,可以将其"
-"与乘法结合使用。"
+"返回一个介于 0 到 1 之间的随机浮点值。要获得一个介于 0 到 N 之间的随机值,可"
+"以将其与乘法结合使用。"
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return a random floating-point value between the two inputs."
@@ -85347,7 +85971,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"返回一个在前两个输入之间平滑内插的数字,基于第三个输入。类似于 [constant "
-"MATH_LERP],但在开始时插值较快,结束时插值较慢。使用Hermite插值公式。\n"
+"MATH_LERP],但在开始时插值较快,结束时插值较慢。使用 Hermite 插值公式。\n"
"[codeblock]\n"
"var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
"return t * t * (3.0 - 2.0 * t)\n"
@@ -85592,15 +86216,15 @@ msgid ""
"When returning, you can mask the returned value with one of the "
"[code]STEP_*[/code] constants."
msgstr ""
-"执行自定义节点的逻辑,返回要使用的输出序列端口的索引,或者在有错误时返回一个"
+"执行自定义节点的逻辑,返回要使用的输出序列端口的索引,或者在有错误时返回一个 "
"[String]。\n"
-"[code]inputs[/code]数组包含输入端口的值。\n"
-"[code]output[/code]是一个数组,其索引应被设置为相应的输出。\n"
-"[code]start_mode[/code]通常是[constant START_MODE_BEGIN_SEQUENCE],除非你使用"
-"了[code]STEP_*[/code]常量。\n"
-"[code]working_mem[/code]是一个数组,可以用来在自定义节点的运行之间持续保存信"
-"息。其大小需要用[method _get_working_memory_size]来预定义。\n"
-"当返回时,你可以用[code]STEP_*[/code]中的一个常量来屏蔽返回值。"
+"[code]inputs[/code] 数组包含输入端口的值。\n"
+"[code]output[/code] 是一个数组,其索引应被设置为相应的输出。\n"
+"[code]start_mode[/code] 通常是[constant START_MODE_BEGIN_SEQUENCE],除非你使"
+"用了 [code]STEP_*[/code] 常量。\n"
+"[code]working_mem[/code] 是一个数组,可以用来在自定义节点的运行之间持续保存信"
+"息。其大小需要用 [method _get_working_memory_size] 来预定义。\n"
+"当返回时,你可以用 [code]STEP_*[/code] 中的一个常量来屏蔽返回值。"
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "The start mode used the first time when [method _step] is called."
@@ -86103,7 +86727,7 @@ msgstr "数学常量。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Unity: [code]1[/code]."
-msgstr "Unity:[code]1[/code]。"
+msgstr "单位一:[code]1[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Pi: [code]3.141593[/code]."
@@ -86438,7 +87062,7 @@ msgid ""
"[b]Output Ports:[/b]\n"
"none"
msgstr ""
-"结束一个函数的执行并将控制权返回给调用函数。可选,它可以返回一个[Variant]"
+"结束一个函数的执行并将控制权返回给调用函数。可选,它可以返回一个 [Variant] "
"值。\n"
"[b]输入端口:[/b]\n"
"- 序列\n"
@@ -89274,9 +89898,8 @@ msgid ""
"viewport_set_use_32_bpc_depth].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 "
-"[code]true[/code],该视区会渲染至高动态范围(HDR)而不是标准动态范围(SDR)。"
-"另请参阅 [method viewport_set_use_32_bpc_depth]。\n"
+"如果为 [code]true[/code],该视区会渲染至高动态范围(HDR)而不是标准动态范围"
+"(SDR)。另请参阅 [method viewport_set_use_32_bpc_depth]。\n"
"[b]注意:[/b]仅在 GLES3 后端可用。"
#: doc/classes/VisualServer.xml
@@ -89382,8 +90005,8 @@ msgid ""
"on the same [Viewport] to set HDR to [code]true[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
-"如果为 [code]true[/code],分配该视区的帧缓冲时将使用完整浮点数精度(32 "
-"位)而不是半浮点数精度(16 位)。只有在同一个 [Viewport] 上通过 [method "
+"如果为 [code]true[/code],分配该视区的帧缓冲时将使用完整浮点数精度(32 位)而"
+"不是半浮点数精度(16 位)。只有在同一个 [Viewport] 上通过 [method "
"viewport_set_use_32_bpc_depth] 将 HDR 设为 [code]true[/code] 时有效。\n"
"[b]注意:[/b]仅在 GLES3 后端中可用。"
@@ -89630,6 +90253,10 @@ msgid "Flag used to mark an index array."
msgstr "用于标记索引数组的标志。"
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr "曾用于标记压缩(半精度浮点)颜色数组的标志。"
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -90873,8 +91500,8 @@ msgid ""
"function]. Returns a boolean scalar. Translates to [code]if[/code] "
"instruction in shader code."
msgstr ""
-"通过 [member function] 比较[code]a[/code]和[code]b[/code]的 [member type]。返"
-"回一个布尔标量。在着色器代码中转换成[code]if[/code]指令。"
+"通过 [member function] 比较 [code]a[/code] 和 [code]b[/code] 的 [member "
+"type]。返回一个布尔标量。在着色器代码中转换成 [code]if[/code] 指令。"
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
@@ -91397,12 +92024,12 @@ msgstr "移除所有先前指定的输出端口。"
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a free input port ID which can be used in [method add_input_port]."
-msgstr "返回一个空闲的输入端口ID,可以在[method add_input_port]中使用。"
+msgstr "返回一个空闲的输入端口 ID,可以在 [method add_input_port] 中使用。"
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a free output port ID which can be used in [method add_output_port]."
-msgstr "返回一个空闲的输出端口ID,可以在[method add_output_port]中使用。"
+msgstr "返回一个空闲的输出端口 ID,可以在 [method add_output_port] 中使用。"
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
@@ -92509,8 +93136,12 @@ msgstr ""
"依赖,并允许引用被释放。"
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
-msgstr "返回此弱引用所指的 [Object]。"
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
+msgstr ""
+"返回这个弱引用所引用的 [Object]。如果该对象不复存在,则返回 [code]null[/"
+"code]。"
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Closes this data channel, notifying the other peer."
@@ -93353,7 +93984,7 @@ msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns [code]true[/code] if a peer with the given ID is connected."
-msgstr "如果一个具有给定ID的对等体被连接,则返回 [code]true[/code]。"
+msgstr "如果一个具有给定 ID 的对等体被连接,则返回 [code]true[/code]。"
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
@@ -93473,8 +94104,8 @@ msgid ""
"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
"multiplayer peer."
msgstr ""
-"当收到一个新消息时触发。\n"
-"[b]注意:[/b]这个信号在用作高级多人对等的时候,[i]不会[/i]触发。"
+"当收到新消息时触发。\n"
+"[b]注意:[/b]这个信号[i]不会[/i]在用作高级多人对等体时触发。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "AR/VR interface using WebXR."
@@ -93936,10 +94567,10 @@ msgid ""
msgstr ""
"发出该消息以表明引用空间已被重置或重新配置。\n"
"何时或是否发出取决于用户的浏览器或设备,但可能包括当用户改变了他们的游戏空间"
-"的尺寸,你可以通过[member bounds_geometry]访问,或按下/按住一个按钮来重新定位"
-"他们的位置。\n"
-"参阅[url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
-"reset_event]WebXR的XRReferenceSpace重置事件[/url]。"
+"的尺寸,你可以通过 [member bounds_geometry] 访问,或按下/按住一个按钮来重新定"
+"位他们的位置。\n"
+"详情见 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
+"XRReferenceSpace/reset_event]WebXR 的 XRReferenceSpace 重置事件[/url]。"
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
@@ -94141,8 +94772,8 @@ msgid ""
"scenario, a navigation map and a sound space. Spatial nodes register their "
"resources into the current world."
msgstr ""
-"拥有与世界相关的一切的类。物理空间、视觉场景、导航地图和声音空间。空间节点将"
-"其资源注册到当前世界中。"
+"拥有与世界相关的一切的类。物理空间、视觉场景、导航地图和声音空间。Spatial 节"
+"点将其资源注册到当前世界中。"
#: doc/classes/World.xml
msgid ""
@@ -94275,7 +94906,7 @@ msgstr "从 [code]path[/code] 路径加载证书(“*.crt”文件)。"
msgid ""
"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
"file)."
-msgstr "将一个证书保存到给定的 [code]path[/code],应是一个“*.crt”文件。"
+msgstr "将证书保存到给定的 [code]path[/code](应是“*.crt”文件)。"
#: doc/classes/XMLParser.xml
msgid ""
@@ -94291,8 +94922,8 @@ msgid ""
"flexible standard, this interface is low-level so it can be applied to any "
"possible schema."
msgstr ""
-"这个类可以作为制作自定义 XML 解析器的基础。由于 XML 是一个非常灵活的标准,这"
-"个接口也是底层的,可被应用于任何可能的模式。"
+"这个类可以作为制作自定义 XML 解析器的基础。由于 XML 是非常灵活的标准,这个接"
+"口也是底层的,可被应用于任何可能的模式。"
#: doc/classes/XMLParser.xml
msgid "Gets the amount of attributes in the current element."
@@ -94398,7 +95029,7 @@ msgstr "没有节点,未打开文件或缓冲区。"
#: doc/classes/XMLParser.xml
msgid "Element (tag)."
-msgstr "元素,即标签。"
+msgstr "元素(标签)。"
#: doc/classes/XMLParser.xml
msgid "End of element."
@@ -94437,7 +95068,7 @@ msgstr ""
"根据子节点的 Y 坐标对所有子节点进行排序。子节点必须继承自 [CanvasItem],才能"
"进行排序。Y 坐标较高的节点将后绘制,因此它们将出现在 Y 坐标较低的节点之上。\n"
"YSort 节点可以嵌套。子节点将与父节点在相同的空间内进行排序,这样可以更好地组"
-"织一个场景或将其分为多个场景,但又能保持唯一的排序。"
+"织场景或将其分为多个场景,但又能保持唯一的排序。"
#: doc/classes/YSort.xml
msgid ""
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 59cd8b199b..a64bd25054 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -4,7 +4,7 @@
# This file is distributed under the same license as the Godot source code.
#
# binotaliu <binota@protonmail.ch>, 2020.
-# BinotaLIU <me@binota.org>, 2020.
+# BinotaLIU <me@binota.org>, 2020, 2022.
# Eric K <eric900601@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Lihan Zhu <lihan@proctorio.com>, 2021.
@@ -14,12 +14,13 @@
# 曹恩逢 <nelson22768384@gmail.com>, 2022.
# Otis Kao <momoslim@gmail.com>, 2022.
# YuChiang Chang <chiang.c.tw@gmail.com>, 2022.
+# Hugel <qihu@nfschina.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-31 22:35+0000\n"
-"Last-Translator: YuChiang Chang <chiang.c.tw@gmail.com>\n"
+"PO-Revision-Date: 2022-10-12 06:50+0000\n"
+"Last-Translator: BinotaLIU <me@binota.org>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -27,7 +28,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -87,7 +88,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
-msgstr ""
+msgstr "預設"
#: doc/tools/make_rst.py
msgid "Setter"
@@ -119,7 +120,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "此方法用於建構型別。"
#: doc/tools/make_rst.py
msgid ""
@@ -569,7 +570,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Returns an array of dictionaries representing the current call stack.\n"
+"Returns an array of dictionaries representing the current call stack. See "
+"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@@ -584,7 +586,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method get_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"get_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -634,8 +640,9 @@ msgid ""
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
-"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
-"code]).\n"
+"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
+"Use [method clamp] on the result of [method inverse_lerp] if this is not "
+"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
@@ -645,7 +652,8 @@ msgid ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
-"See also [method lerp] which performs the reverse of this operation."
+"See also [method lerp] which performs the reverse of this operation, and "
+"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -700,7 +708,8 @@ msgid ""
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
-"i].\n"
+"i]. Use [method clamp] on the result of [method lerp] if this is not "
+"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
@@ -712,7 +721,8 @@ msgid ""
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
-"ease] or [method smoothstep]."
+"ease] or [method smoothstep]. See also [method range_lerp] to map a "
+"continuous series of values to another."
msgstr "**fdffffffffffffffwsfsdfsdfsfdsdf**"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -960,12 +970,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
-"Prints a stack track at code location, only works when running with debugger "
-"turned on.\n"
+"Prints a stack trace at the current code location. See also [method "
+"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] [method print_stack] only works if the running instance is "
+"connected to a debugging server (i.e. an editor instance). [method "
+"print_stack] will not work in projects exported in release mode, or in "
+"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1134,10 +1148,15 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
-"[ostart, ostop][/code].\n"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[code]value[/code] is outside [code][istart, istop][/code], then the "
+"resulting value will also be outside [code][ostart, ostop][/code]. Use "
+"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"For complex use cases where you need multiple ranges, consider using [Curve] "
+"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -3579,6 +3598,26 @@ msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
+msgid ""
+"Hint that a property represents a particular type. If a property is "
+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
+"need to create an [Array] to contain elements of a specific type, the "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
+"[codeblock]\n"
+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
+"resources.\n"
+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
+"# Two-dimensional array of resources.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The final colon is required to specify for properly detecting "
+"built-in types."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@@ -4263,8 +4302,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@@ -4956,19 +4994,21 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
-msgid "Gets the text caption for this node (used by some editors)."
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets a child node by index (used by editors inheriting from "
-"[AnimationRootNode])."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
-"Only useful when inheriting [AnimationRootNode]."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -4989,21 +5029,25 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the default value of a parameter. Parameters are custom local memory "
-"used for your nodes, given a resource can be reused in multiple trees."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of parameter \"[code]name[/code]\". Parameters are "
+"custom local memory used for your nodes, given a resource can be reused in "
+"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Gets the property information for parameter. Parameters are custom local "
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
-"Returns [code]true[/code] whether you want the blend tree editor to display "
-"filter editing on this node."
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"node."
msgstr ""
#: doc/classes/AnimationNode.xml
@@ -5013,9 +5057,10 @@ msgstr "回傳參數的正切值。"
#: doc/classes/AnimationNode.xml
msgid ""
-"User-defined callback called when a custom node is processed. The "
-"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
-"[code]true[/code], in which case it is absolute.\n"
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this node is processed. The [code]time[/code] parameter "
+"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
+"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
@@ -5667,9 +5712,9 @@ msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
-"html#controlling-from-code][/url]). For example, if [member AnimationTree."
-"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
-"is set to [code]\"idle\"[/code]:\n"
+"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
+"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
+"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
@@ -5843,8 +5888,8 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
-"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
-"not found."
+"Returns the [Animation] with the key [code]name[/code]. If the animation "
+"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
@@ -6558,7 +6603,12 @@ msgstr ""
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to custom audio buses."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
+"node as a [i]direct[/i] child (or add multiple such nodes as direct "
+"children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
+"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
@@ -6795,7 +6845,12 @@ msgstr ""
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
-"damping) and route audio to a custom audio bus."
+"damping) and route audio to a custom audio bus.\n"
+"To give the area its shape, add a [CollisionShape2D] or a "
+"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
+"nodes as direct children) of the area.\n"
+"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
+"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
@@ -7169,7 +7224,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
+"[Array], [Dictionary], etc.) then the array is filled with the references to "
+"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@@ -7354,6 +7412,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@@ -7373,9 +7434,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
+"considered equal may have their order changed when using [method "
+"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
-"expects a deterministic result. Doing so will result in unexpected "
-"behavior.\n"
+"expects a deterministic result. Randomizing the return value will result in "
+"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@@ -7443,7 +7508,15 @@ msgid ""
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
-"it is used."
+"it is used.\n"
+"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
+"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
+"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
+"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
+"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
+"[/code] and reduce their precision. To store HDR vertex colors, remove the "
+"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
+"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
@@ -8849,8 +8922,9 @@ msgid ""
"resource is applied on."
msgstr ""
-#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml
-#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml
+#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
+#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
+#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
@@ -8901,10 +8975,20 @@ msgid ""
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
-"data from a microphone, implement application defined effects, or to "
-"transmit audio over the network. When capturing audio data from a "
+"data from an [AudioStreamMicrophone], implement application-defined effects, "
+"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
-"PCM."
+"PCM.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
+#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
+#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
+msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
@@ -9147,12 +9231,6 @@ msgid ""
"coming from some saturated device or speaker very efficiently."
msgstr ""
-#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml
-#: doc/classes/AudioEffectHighShelfFilter.xml
-#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
-msgid "Audio buses"
-msgstr ""
-
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
@@ -9698,7 +9776,12 @@ msgid ""
msgstr ""
#: doc/classes/AudioServer.xml
-msgid "Returns the names of all audio input devices detected on the system."
+msgid ""
+"Returns the names of all audio input devices detected on the system.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9859,12 +9942,16 @@ msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
-"Name of the current device for audio input (see [method get_device_list]). "
-"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
-"this can be used to select the audio input device. The value "
-"[code]\"Default\"[/code] will record audio on the system-wide default audio "
-"input. If an invalid device name is set, the value will be reverted back to "
-"[code]\"Default\"[/code]."
+"Name of the current device for audio input (see [method "
+"capture_get_device_list]). On systems with multiple audio inputs (such as "
+"analog, USB and HDMI audio), this can be used to select the audio input "
+"device. The value [code]\"Default\"[/code] will record audio on the system-"
+"wide default audio input. If an invalid device name is set, the value will "
+"be reverted back to [code]\"Default\"[/code].\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
msgstr ""
#: doc/classes/AudioServer.xml
@@ -9992,10 +10079,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
-"Returns the number of audio data frames left to play. If this returned "
-"number reaches [code]0[/code], the audio will stop playing until frames are "
-"added again. Therefore, make sure your script can always generate and push "
-"new audio frames fast enough to avoid audio cracking."
+"Returns the number of frames that can be pushed to the audio sample data "
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
+"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@@ -10012,6 +10098,21 @@ msgid ""
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
+#: doc/classes/AudioStreamMicrophone.xml
+msgid "Plays real-time audio input data."
+msgstr ""
+
+#: doc/classes/AudioStreamMicrophone.xml
+msgid ""
+"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
+"plays back microphone input in real-time. This can be used in conjunction "
+"with [AudioEffectCapture] to process the data or save it.\n"
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
+"[code]true[/code] for audio input to work. See also that setting's "
+"description for caveats related to permissions and operating system privacy "
+"settings."
+msgstr ""
+
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
@@ -10152,7 +10253,10 @@ msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
-"Plays audio that dampens with distance from screen center.\n"
+"Plays audio that dampens with distance from a given position.\n"
+"By default, audio is heard from the screen center. This can be changed by "
+"adding a [Listener2D] node to the scene and enabling it by calling [method "
+"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
@@ -10509,14 +10613,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
-"in the BackBufferCopy node is buffered with the content of the screen it "
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@@ -10526,22 +10630,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
-"Disables the buffering mode. This means the BackBufferCopy node will "
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers a rectangular region."
+msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
-msgid "BackBufferCopy buffers the entire screen."
+msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@@ -11833,7 +11937,7 @@ msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
-"world space units."
+"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11926,7 +12030,9 @@ msgstr ""
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
-"shearing[/url]."
+"shearing[/url].\n"
+"[b]Note:[/b] Only effective if [member projection] is [constant "
+"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
@@ -11954,9 +12060,9 @@ msgstr ""
#: doc/classes/Camera.xml
msgid ""
-"The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
-"[code]size[/code] sets the other axis' size length."
+"The camera's size in meters measured as the diameter of the width or height, "
+"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
+"modes."
msgstr ""
#: doc/classes/Camera.xml
@@ -12458,13 +12564,14 @@ msgid ""
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
-"Any [CanvasItem] can draw. For this, [method update] must be called, then "
-"[constant NOTIFICATION_DRAW] will be received on idle time to request "
-"redraw. Because of this, canvas items don't need to be redrawn on every "
-"frame, improving the performance significantly. Several functions for "
+"Any [CanvasItem] can draw. For this, [method update] is called by the "
+"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
+"request redraw. Because of this, canvas items don't need to be redrawn on "
+"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
-"functions). However, they can only be used inside the [method Object."
-"_notification], signal or [method _draw] virtual functions.\n"
+"functions). However, they can only be used inside [method _draw], its "
+"corresponding [method Object._notification] or methods connected to the "
+"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
@@ -12490,8 +12597,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Overridable function called by the engine (if defined) to draw the canvas "
-"item."
+"Called when [CanvasItem] has been requested to redraw (when [method update] "
+"is called, either manually or by the engine).\n"
+"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
+"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12804,12 +12913,12 @@ msgid ""
"to children."
msgstr ""
-#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
+#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
-"the scene tree."
+"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12854,8 +12963,10 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
-"called on idle time to request redraw."
+"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
+"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
+"This only occurs [b]once[/b] per frame, even if this method has been called "
+"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12903,8 +13014,11 @@ msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
-"Emitted when the [CanvasItem] must redraw. This can only be connected "
-"realtime, as deferred will not allow drawing."
+"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
+"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
+"is called.\n"
+"[b]Note:[/b] Deferred connections do not allow drawing through the "
+"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -12966,7 +13080,7 @@ msgid ""
msgstr ""
#: doc/classes/CanvasItem.xml
-msgid "The [CanvasItem] is requested to draw."
+msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
@@ -13091,7 +13205,10 @@ msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
-"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
+"move when camera moves instead of being anchored in a fixed position on the "
+"screen.\n"
+"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
@@ -13796,17 +13913,17 @@ msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_layer].\n"
+"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_layer]."
+"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
-"code] in the the [member collision_mask].\n"
+"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
-"code] in the the [member collision_mask]."
+"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
@@ -14114,12 +14231,13 @@ msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 3D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area] to give it a detection shape, or add it to a "
-"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
-"only helper to create shapes, use [method CollisionObject."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 3D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
@@ -14156,12 +14274,13 @@ msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
-"Editor facility for creating and editing collision shapes in 2D space. You "
-"can use this node to represent all sorts of collision shapes, for example, "
-"add this to an [Area2D] to give it a detection shape, or add it to a "
-"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
-"Editor-only helper to create shapes, use [method CollisionObject2D."
-"shape_owner_get_shape] to get the actual shape."
+"Editor facility for creating and editing collision shapes in 2D space. Set "
+"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
+"is an Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape.\n"
+"You can use this node to represent all sorts of collision shapes, for "
+"example, add this to an [Area2D] to give it a detection shape, or add it to "
+"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
@@ -15321,7 +15440,15 @@ msgid ""
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
-"with [KinematicBody] or [RigidBody] with a mode other than Static."
+"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
+"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
+"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
+"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
+"give unexpected results: when using Godot Physics, the area will only detect "
+"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
+"with any \"inside\" of the shape, for example), and when using Bullet "
+"Physics the area will not detect any collisions with the concave shape at "
+"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
@@ -15347,7 +15474,11 @@ msgid ""
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
-"itself to be convex in order to speed up collision detection."
+"itself to be convex in order to speed up collision detection.\n"
+"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
+"node) may give unexpected results: the area will only detect collisions with "
+"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
+"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
@@ -16088,7 +16219,9 @@ msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
-"[member focus_mode])."
+"[member focus_mode]).\n"
+"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
+"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
@@ -18819,7 +18952,9 @@ msgstr ""
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
-"points relative to the [code]0.5[/code] Y position."
+"points relative to the [code]0.5[/code] Y position.\n"
+"See also [Gradient] which is designed for color interpolation. See also "
+"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
@@ -18968,16 +19103,17 @@ msgid ""
"further calculations."
msgstr ""
-#: doc/classes/Curve2D.xml
+#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the "
+"curve's own position, with control points [code]in[/code] and [code]out[/"
+"code]. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
@@ -19123,18 +19259,6 @@ msgid ""
msgstr ""
#: doc/classes/Curve3D.xml
-msgid ""
-"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
-"position, with control points [code]in[/code] and [code]out[/code].\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
-msgstr ""
-
-#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "回傳參數的反正弦值。"
@@ -19320,6 +19444,14 @@ msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
+msgid ""
+"Cylinder shape for collisions.\n"
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
+"engine, there are several known bugs with cylinder collision shapes. Using "
+"[CapsuleShape] or [BoxShape] instead is recommended."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@@ -22154,7 +22286,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock."
+"the usual Godot [b]Output[/b] dock.\n"
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
+"nothing references it. This can cause errors during asynchronous operations "
+"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@@ -24049,8 +24184,12 @@ msgstr ""
#: doc/classes/File.xml
msgid ""
-"Returns the whole file as a [String].\n"
-"Text is interpreted as being UTF-8 encoded."
+"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
+"encoded.\n"
+"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
+"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
+"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
+"convention)."
msgstr ""
#: doc/classes/File.xml
@@ -24671,7 +24810,9 @@ msgid ""
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
-"making this function useful for drawing strings character by character."
+"making this function useful for drawing strings character by character.\n"
+"If [code]outline[/code] is [code]true[/code], the outline of the character "
+"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
@@ -26259,10 +26400,13 @@ msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
-"means that if you have color 1, color 2 and color 3, the ramp will "
-"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
-"will initially have 2 colors (black and white), one (black) at ramp lower "
-"offset 0 and the other (white) at the ramp higher offset 1."
+"means that if you have color 1, color 2 and color 3, the gradient will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The "
+"gradient will initially have 2 colors (black and white), one (black) at "
+"gradient lower offset 0 and the other (white) at the gradient higher offset "
+"1.\n"
+"See also [Curve] which supports more complex easing methods, but does not "
+"support colors."
msgstr ""
#: doc/classes/Gradient.xml
@@ -27678,8 +27822,8 @@ msgstr ""
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
-"or to communicate with various services, among other use cases. [b]See the "
-"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"or to communicate with various services, among other use cases.\n"
+"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
@@ -29981,11 +30125,14 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
-"Vibrate Android and iOS devices.\n"
+"Vibrate handheld devices.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
-"later."
+"later.\n"
+"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
+"support this method."
msgstr ""
#: doc/classes/Input.xml
@@ -30831,7 +30978,11 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
-"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+"Call this method to actually load in the node. The created node will be "
+"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
+"tree. The [Node]'s reference is also returned for convenience.\n"
+"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
+"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
@@ -30843,6 +30994,16 @@ msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
+"Returns the list of properties that will be applied to the node when [method "
+"create_instance] is called.\n"
+"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
+"code] (note the leading period) is added to the dictionary. This [code]."
+"order[/code] key is an [Array] of [String] property names specifying the "
+"order in which properties will be applied (with index 0 being the first)."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml
+msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
@@ -32867,7 +33028,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
-"simulate area lights to an extent."
+"simulate area lights to an extent.\n"
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@@ -33204,14 +33367,14 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
-"Adds a point at the [code]position[/code]. Appends the point at the end of "
-"the line.\n"
-"If [code]at_position[/code] is given, the point is inserted before the point "
-"number [code]at_position[/code], moving that point (and every point after) "
-"after the inserted point. If [code]at_position[/code] is not given, or is an "
-"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
-"get_point_count][/code]), the point will be appended at the end of the point "
-"list."
+"Adds a point with the specified [code]position[/code] relative to the line's "
+"own position. Appends the new point at the end of the point list.\n"
+"If [code]index[/code] is given, the new point is inserted before the "
+"existing point identified by index [code]index[/code]. Every existing point "
+"starting from [code]index[/code] is shifted further down the list of points. "
+"The index must be greater than or equal to [code]0[/code] and must not "
+"exceed the number of existing points in the line. See [method "
+"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
@@ -33219,22 +33382,26 @@ msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
-msgid "Returns the Line2D's amount of points."
-msgstr ""
+#, fuzzy
+msgid "Returns the amount of points in the line."
+msgstr "回傳參數的正弦值。"
#: doc/classes/Line2D.xml
-msgid "Returns point [code]i[/code]'s position."
-msgstr ""
+#, fuzzy
+msgid "Returns the position of the point at index [code]index[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Line2D.xml
-msgid "Removes the point at index [code]i[/code] from the line."
-msgstr ""
+#, fuzzy
+msgid "Removes the point at index [code]index[/code] from the line."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Line2D.xml
+#, fuzzy
msgid ""
-"Overwrites the position in point [code]i[/code] with the supplied "
-"[code]position[/code]."
-msgstr ""
+"Overwrites the position of the point at index [code]index[/code] with the "
+"supplied [code]position[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Line2D.xml
msgid ""
@@ -34510,8 +34677,12 @@ msgstr ""
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
-#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
-msgid "Flag used to mark a compressed (half float) color array."
+#: doc/classes/Mesh.xml
+msgid ""
+"Flag used to mark a compressed (half float) color array.\n"
+"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
+"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
+"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
@@ -34556,7 +34727,10 @@ msgid ""
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
-"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
+"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
+"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
+"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
@@ -34811,9 +34985,9 @@ msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
-"in many places. This allows to reuse geometry and save on resources. When a "
-"[Mesh] has to be instanced more than thousands of times at close proximity, "
-"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+"in many places. This allows reusing geometry, which can save on resources. "
+"When a [Mesh] has to be instanced more than thousands of times at close "
+"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
@@ -35274,7 +35448,9 @@ msgid ""
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
+"color doesn't look as expected, make sure the material's albedo color is set "
+"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
@@ -36183,7 +36359,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36412,7 +36591,7 @@ msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
-"[method set_velocity]."
+"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -36433,7 +36612,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
-"the agent's parent Node."
+"the agent's parent Node.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@@ -37150,6 +37332,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
+"in a thread. In HTML5 exports without thread support, they will be done on "
+"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@@ -37238,13 +37423,25 @@ msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
-"and 2147483647)."
+"and 2147483647).\n"
+"Can only be called if the connection status is [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
+"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
-"ConnectionStatus]."
+"ConnectionStatus].\n"
+"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
+"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
+"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
+"status and if the peer has the unique network id of [code]1[/code].\n"
+"You can only change to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
+"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
@@ -39948,7 +40145,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
-"outside this radius."
+"outside this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@@ -40464,11 +40663,11 @@ msgstr "回傳參數的正切值。"
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_config_dir] and [method get_data_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40502,11 +40701,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
-"operating system's standards. On desktop platforms, this path can be "
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
-"html]File paths in Godot projects[/url] in the documentation for more "
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
+"operating system's standards. On Linux, this path can be overridden by "
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
+"paths in Godot projects[/url] in the documentation for more information. See "
+"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40528,11 +40727,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
-"system's standards. On desktop platforms, this path can be overridden by "
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] in the documentation for more information. See also "
-"[method get_cache_dir] and [method get_config_dir].\n"
+"system's standards. On Linux, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"projects[/url] in the documentation for more information. See also [method "
+"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@@ -40914,7 +41113,9 @@ msgid ""
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
-"decrease)."
+"decrease).\n"
+"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
+"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
@@ -42392,6 +42593,16 @@ msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
+msgid "2D Particles Demo"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
+msgid ""
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
+"player)"
+msgstr ""
+
+#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@@ -46300,7 +46511,9 @@ msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
-msgid "Sets the currently focused item as the given [code]index[/code]."
+msgid ""
+"Sets the currently focused item as the given [code]index[/code].\n"
+"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "計算兩個向量的外積。"
#: doc/classes/PopupMenu.xml
@@ -46539,7 +46752,9 @@ msgstr ""
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
-"If you are making windows, better check [WindowDialog]."
+"If you are making windows, better check [WindowDialog].\n"
+"If any [Control] node is added as a child of this [PopupPanel], it will be "
+"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
@@ -47269,7 +47484,11 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
-"appropriate permissions to be set when exporting to Android or iOS."
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return "
+"silence. On Windows 10 and later, make sure that apps are allowed to access "
+"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49950,8 +50169,19 @@ msgstr ""
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
-"angles, at the cost of performance. Only power-of-two values are valid (2, "
-"4, 8, 16)."
+"angles, at the cost of performance. With the exception of [code]1[/code], "
+"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
+"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
+"anisotropic filtering, even on textures where it is enabled.\n"
+"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
+"enabled by default[/i] on textures. For this setting to have an effect, "
+"anisotropic texture filtering can be enabled by selecting a texture in the "
+"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
+"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
+"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
+"meaningful visual difference.\n"
+"[b]Note:[/b] This property is only read when the project starts. There is "
+"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -49974,15 +50204,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
-"disabled when targeting mobile platforms."
+"disabled when targeting mobile platforms.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.debanding] on the root "
+"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -51579,17 +51816,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
-"of the first matching result if found, otherwise [code]null[/code]. The "
-"region to search within can be specified without modifying where the start "
-"and end anchor would be."
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
-"empty array is returned instead. The region to search within can be "
-"specified without modifying where the start and end anchor would be."
+"empty array is returned instead.\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@@ -51598,8 +51846,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
-"replacement). The region to search within can be specified without modifying "
-"where the start and end anchor would be."
+"replacement).\n"
+"The region to search within can be specified with [code]offset[/code] and "
+"[code]end[/code]. This is useful when searching for another match in the "
+"same [code]subject[/code] by calling this method again after a previous "
+"success. Setting these parameters differs from passing over a shortened "
+"string. For example, the start anchor [code]^[/code] is not affected by "
+"[code]offset[/code], and the character before [code]offset[/code] will be "
+"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@@ -53529,11 +53783,15 @@ msgstr ""
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
-"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
-"more difficult to use, so switching the active flag is intended to be used "
-"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
+"helpers may not be available when active, so switching the active flag is "
+"intended to be used to ensure your [Room] / [Portal] layout works within the "
+"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
-"graph[/code] is unloaded (the rooms have not yet been converted)."
+"graph[/code] is unloaded (the rooms have not yet been converted).\n"
+"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
+"the core visual object types. In particular, only nodes derived from "
+"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
@@ -53970,7 +54228,9 @@ msgid ""
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
-"immediately after the [method change_scene_to] call."
+"immediately after the [method change_scene_to] call.\n"
+"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
+"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54114,13 +54374,19 @@ msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
-"from the editor for debugging purposes."
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
-"game from the editor for debugging purposes."
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54303,7 +54569,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
-msgid "Call a group only once even if the call is executed many times."
+msgid ""
+"Call a group only once even if the call is executed many times.\n"
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
+"call is unique or not. Therefore when the same method is called with "
+"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@@ -54443,6 +54713,18 @@ msgid ""
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
+"You should avoid using more than one [SceneTreeTween] per object's property. "
+"If two or more tweens animate one property at the same time, the last one "
+"created will take priority and assign the final value. If you want to "
+"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
+"to a variable:\n"
+"[codeblock]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
@@ -54455,7 +54737,10 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it is created."
+"immediately after it is created.\n"
+"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
+"current frame, i.e. after [method Node._process] or [method Node."
+"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55310,7 +55595,10 @@ msgid ""
msgstr ""
#: doc/classes/Shape2D.xml
-msgid "The shape's custom solver bias."
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
@@ -55930,6 +56218,14 @@ msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
@@ -56115,7 +56411,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
-"positive or all negative."
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@@ -56264,7 +56562,9 @@ msgid ""
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
-"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]."
+"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
+"filtering level can be changed by adjusting [member ProjectSettings."
+"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
@@ -57491,7 +57791,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
-msgid "The spotlight's angle in degrees."
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@@ -57507,7 +57810,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
-"the light will never reach anything outside this range."
+"the light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
+"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@@ -57698,7 +58003,7 @@ msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
-"used, this will be overridden."
+"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
@@ -58965,6 +59270,9 @@ msgid ""
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
@@ -59026,6 +59334,9 @@ msgstr ""
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
@@ -59048,7 +59359,10 @@ msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
-"split by [code]\",\"[/code]."
+"split by [code]\",\"[/code].\n"
+"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
+"delimiters in the string, it will add an empty string to the array of "
+"substrings at this position."
msgstr ""
#: doc/classes/String.xml
@@ -60185,6 +60499,11 @@ msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
@@ -60215,6 +60534,11 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
+#, fuzzy
+msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
+msgstr "計算兩個向量的外積。"
+
+#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
@@ -60256,7 +60580,9 @@ msgid ""
msgstr ""
#: doc/classes/Tabs.xml
-msgid "Emitted when a tab is right-clicked."
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
@@ -61614,39 +61940,46 @@ msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
-msgstr ""
+"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
+"code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code]."
-msgstr ""
+"theme has [code]theme_type[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
@@ -61663,15 +61996,17 @@ msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
-"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
-"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+"name, for use in [method get_color], if the theme has [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61683,16 +62018,17 @@ msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
-"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
-"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
-msgstr ""
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
@@ -61703,16 +62039,17 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
-"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
-"name, for use in [method get_font], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
@@ -61721,16 +62058,18 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
-"[code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
-"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
-msgstr ""
+"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
@@ -61741,17 +62080,19 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
-"[code]node_type[/code].\n"
+"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
-"[code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+"[code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
+"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61764,9 +62105,9 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
-"theme has [code]node_type[/code].\n"
+"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
-"a data type specific method. Valid [code]node_type[/code]s may be found "
+"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61774,8 +62115,8 @@ msgstr ""
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
-"data type specific method, if the theme has [code]node_type[/code].\n"
-"Valid [code]node_type[/code]s may be found using [method "
+"data type specific method, if the theme has [code]theme_type[/code].\n"
+"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
@@ -61790,7 +62131,7 @@ msgstr ""
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
-"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
@@ -61807,18 +62148,22 @@ msgid ""
msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
@@ -61827,31 +62172,38 @@ msgid ""
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
-"[code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
-msgstr ""
+"[code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
-"[code]name[/code] is in [code]node_type[/code].\n"
-"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+"[code]name[/code] is in [code]theme_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
+"code]."
msgstr ""
#: doc/classes/Theme.xml
@@ -61880,87 +62232,88 @@ msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
+#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
-msgstr ""
+msgstr "計算兩個向量的外積。"
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
-"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
-"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
-"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
-"in [code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"in [code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
-"[code]node_type[/code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"[code]theme_type[/code].\n"
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
-"[code]name[/code] in [code]node_type[/code].\n"
+"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
-"Creates [code]node_type[/code] if the theme does not have it."
+"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
@@ -65140,21 +65493,25 @@ msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
-msgid "UPNP network functions."
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
-"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
-"and execute commands on them, like managing port mappings (port forwarding) "
-"and querying the local and remote network IP address. Note that methods on "
-"this class are synchronous and block the calling thread.\n"
-"To forward a specific port:\n"
+"This class can be used to discover compatible [UPNPDevice]s on the local "
+"network and execute commands on them, like managing port mappings (for port "
+"forwarding/NAT traversal) and querying the local and remote network IP "
+"address. Note that methods on this class are synchronous and block the "
+"calling thread.\n"
+"To forward a specific port (here [code]7777[/code], note both [method "
+"discover] and [method add_port_mapping] can return errors that should be "
+"checked):\n"
"[codeblock]\n"
-"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
-"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-"upnp.add_port_mapping(port)\n"
+"upnp.discover()\n"
+"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
@@ -65167,7 +65524,7 @@ msgid ""
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
-"# Replace this with your own server port number between 1025 and 65535.\n"
+"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
@@ -65196,7 +65553,39 @@ msgid ""
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
+"\"internet gateway device\", short IGD) refers to network devices that allow "
+"computers in the local network to access the internet (\"wide area "
+"network\", WAN). These gateways are often also called \"routers\".\n"
+"[b]Pitfalls:[/b]\n"
+"- As explained above, these calls are blocking and shouldn't be run on the "
+"main thread, especially as they can block for multiple seconds at a time. "
+"Use threading!\n"
+"- Networking is physical and messy. Packets get lost in transit or get "
+"filtered, addresses, free ports and assigned mappings change, and devices "
+"may leave or join the network at any time. Be mindful of this, be diligent "
+"when checking and handling errors, and handle these gracefully if you can: "
+"add clear error UI, timeouts and re-try handling.\n"
+"- Port mappings may change (and be removed) at any time, and the remote/"
+"external IP address of the gateway can change likewise. You should consider "
+"re-querying the external IP and try to update/refresh the port mapping "
+"periodically (for example, every 5 minutes and on networking failures).\n"
+"- Not all devices support UPnP, and some users disable UPnP support. You "
+"need to handle this (e.g. documenting and requiring the user to manually "
+"forward ports, or adding alternative methods of NAT traversal, like a relay/"
+"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
+"- Consider what happens on mapping conflicts. Maybe multiple users on the "
+"same network would like to play your game at the same time, or maybe another "
+"application uses the same port. Make the port configurable, and optimally "
+"choose a port automatically (re-trying with a different port on failure).\n"
+"[b]Further reading:[/b] If you want to know more about UPnP (and the "
+"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
+"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
+"is a good first stop, the specification can be found at the [url=https://"
+"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
+"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65206,22 +65595,35 @@ msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
-"65535) on the default gateway (see [method get_gateway]) to the "
-"[code]internal_port[/code] on the local machine for the given protocol "
-"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
-"being the default). If a port mapping for the given port and protocol "
-"combination already exists on that gateway device, this method tries to "
-"overwrite it. If that is not desired, you can retrieve the gateway manually "
-"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"65535, although recommended to use port 1024 or above) on the default "
+"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
+"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
+"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
+"for the given port and protocol combination already exists on that gateway "
+"device, this method tries to overwrite it. If that is not desired, you can "
+"retrieve the gateway manually with [method get_gateway] and call [method "
+"add_port_mapping] on it, if any. Note that forwarding a well-known port "
+"(below 1024) with UPnP may fail depending on the device.\n"
+"Depending on the gateway device, if a mapping for that port already exists, "
+"it will either be updated or it will refuse this command due to that "
+"conflict, especially if the existing mapping for that port wasn't created "
+"via UPnP or points to a different network address (or device) than this "
+"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
-"The description ([code]desc[/code]) is shown in some router UIs and can be "
-"used to point out which application added the mapping. The mapping's lease "
-"duration can be limited by specifying a [code]duration[/code] (in seconds). "
-"However, some routers are incompatible with one or both of these, so use "
-"with caution and add fallback logic in case of errors to retry without them "
-"if in doubt.\n"
+"The description ([code]desc[/code]) is shown in some routers management UIs "
+"and can be used to point out which application added the mapping.\n"
+"The mapping's lease [code]duration[/code] can be limited by specifying a "
+"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
+"permanent lease and notably some devices only support these permanent "
+"leases. Note that whether permanent or not, this is only a request and the "
+"gateway may still decide at any point to remove the mapping (which usually "
+"happens on a reboot of the gateway, when its external IP address changes, or "
+"on some models when it detects a port mapping has become inactive, i.e. had "
+"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
+"allowed range according to spec is between [code]120[/code] (2 minutes) and "
+"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
@@ -65234,8 +65636,10 @@ msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
-"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
-"return values."
+"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
+"to addresses other than this one, for well-known ports (below 1024), or for "
+"mappings not added via UPnP. See [enum UPNPResult] for possible return "
+"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
@@ -65433,16 +65837,16 @@ msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
-msgid "UPNP device."
+msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
-"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
-"low-level access to UPNP control commands. Allows to manage port mappings "
-"(port forwarding) and to query network information of the device (like local "
-"and external IP address and status). Note that methods on this class are "
-"synchronous and block the calling thread."
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. "
+"Allows to manage port mappings (port forwarding) and to query network "
+"information of the device (like local and external IP address and status). "
+"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
@@ -66696,10 +67100,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
-"significantly less visible. In some cases, debanding may introduce a "
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
-"only when actually needed since the dithering pattern will make lossless-"
-"compressed screenshots larger.\n"
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
+"filters/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed "
+"since the dithering pattern will make lossless-compressed screenshots "
+"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@@ -66710,8 +67119,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
-"disabling use [code]usage[/code]."
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
+"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@@ -66863,7 +67272,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
-"The rendering mode of viewport.\n"
+"The viewport's rendering mode. This controls which buffers are allocated for "
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
+"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@@ -67395,6 +67806,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
+#: doc/classes/VisualInstance.xml
+msgid ""
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
+"value will make the [VisualInstance] reliably draw on top of other "
+"[VisualInstance]s that are otherwise positioned at the same spot."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
+"Sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. "
+"The position based sorting instead allows to better control the drawing "
+"order when working with [Particles] and [CPUParticles]."
+msgstr ""
+
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
@@ -71564,6 +71991,10 @@ msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
@@ -74101,7 +74532,9 @@ msgid ""
msgstr ""
#: doc/classes/WeakRef.xml
-msgid "Returns the [Object] this weakref is referring to."
+msgid ""
+"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
+"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml